Escape from Wizard Prison Party: Escape Room Game, Part 9 END GAME!

Tuesday, December 11, 2018

** For all Escape from Wizard Prison party posts, see the Escape from Wizard Prison section of the blog HERE**

During this second round of rooms, we played off of the idea of the time-turner. The players would be revisiting their past events, looking at them from another angle, and solving what they couldn't before. This could be achieved because they found a time-turner... and a blacklight flashlight. 😉

The previous room held the final two clues needed to reach the end game:

One clue card, a RAT.
An eighth and final key that matched the first seven.

Now... as this game progressed, the groups were collecting small keys. Once they received the blacklight, they also noticed that each of these keys had a number on them (1-8).

In the wizard shops, there was a bag with a time-turner on it. This bag was locked with a hasp that had 8 matching locks AND a letter lock. This was the final locked item they had not yet broken. With mere minutes (or less!) left, they rushed back to this bag and began to solve for the end game.


If you don't remember (I know, it was 8 posts ago now!), the end game was to find the RAT that framed you. As the final clue card was a rat, it was reasonable to deduce that this bag would contain the rat.

The 8 small keys, numbered 1-8 in blacklight, matched up with the 8 locks on the hasp. As they were not keyed alike, the blacklight helped match the lock to key quickly, rather than trial and error with the keys.

This left one final lock, the letter lock.

As this was a 'time-turner round,' the steps they had taken previously were to be looked at through another light... the blacklight.

Each CLUE CARD they had collected throughout the game lit up under the black light. Each piece was a part of a bigger puzzle...





The image made up a time-turner.

The cards were designed in such a way that ALL cards had to be found to break the letter lock on the end game bag. The image was laid out to ensure that every single card had text that was needed to solve the four letter code.

The central band of the time-turner revealed a four digit number, but the lock was LETTERED.

The outer band of the time-turner read:

The four letter code translated to "VICI."

*Fun fact: I'm a nerd. I did not want the final lock to be a 'guess-able' word, but didn't want it to be gibberish either... so I chose VICI, the Latin word for "I conquered." Apt choice, don't you think?


Once this bag was opened, the game was over! The bag contained a toy rat.

The timer was set for 45 minutes at the beginning of the game. Only one of the three groups completed the game in this allotted time, but all groups were finished in under 52 minutes.

And that concludes the Escape from Wizard Prison Escape Room!



Escape from Wizard Prison Party: Escape Room Game, Part 8 Divination Classroom Time-Turner Round!

Tuesday, December 11, 2018

** For all Escape from Wizard Prison party posts, see the Escape from Wizard Prison section of the blog HERE**

During this second round of rooms, we played off of the idea of the time-turner. The players would be revisiting their past events, looking at them from another angle, and solving what they couldn't before. This could be achieved because they found a time-turner... and a blacklight flashlight. 😉

They eye clue card the groups received in the dark arts alley led back to the divination classroom...


At this point, the time is running out, they are nearing the finish line...

There was one locked item (with a matching eye on it!) left in the divination classroom, and it had a four letter lock.

The eye on their clue card also matched the eye on the parchment with holes. The eye had significance.

The groups looked for something with relevance to an eye. This was a relatively simple task for this final hurdle, the logic puzzle that they used on the first visit to the classroom had an eye that matched the clue card AND the parchment.


The parchment matched this paper size exactly. When it was laid on top of this puzzle, the three words that were revealed were, "Solve for SITS."


The four letter lock was opened with the word SITS.

See, this one was quite simple!


This bag held only two items:

One clue card, a RAT.
An eighth and final key that matched the first seven.

Now... as this game progressed, the groups were collecting these small keys. Each conquered step included a key. Once they received the blacklight, they also noticed that each of these keys had a number on them (1-8).

In the first room, the wizard shops, there was a bag with a time-turner on it. This bag was locked with a hasp that had 8 matching locks AND a letter lock. This was the final locked item they have not yet broken. With mere minutes (or less!) left... back to the wizard shops!



Escape from Wizard Prison Party: Escape Room Game, Part 7 Dark Arts Time-Turner Round!

Tuesday, December 4, 2018

** For all Escape from Wizard Prison party posts, see the Escape from Wizard Prison section of the blog HERE**

During this second round of rooms, we played off of the idea of the time-turner. The players would be revisiting their past events, looking at them from another angle, and solving what they couldn't before. This could be achieved because they found a time-turner... and a blacklight flashlight. 😉

The shrunken head clue card in the Common Room led to the dark arts alley.


The group immediately went to the shrunken head they found in the first round for more clues. That shrunken head did not hold any additional information.

Upon closer examination of the room with the blacklight, they found another shrunken head. The second shop window in the alley had a plexiglass panel over the window to prevent the groups from touching anything in this display. Inside this window display, there were several potion bottles. One of the bottles is in the shape of a shrunken head.


The blacklight illuminated a rune on this bottle...


Using the rune clues that they found in the first round, this rune solved for a three digit number.

The Ancient Rune book lock box that they were unable to open in the first round of the dark arts alley had a three digit lock... so they used this new 3 digit code to unlock the Ancient Rune book box.


The Ancient Rune lock box contained:

ONE new clue card, an eye.
A seventh small key that matched the first six.
A piece of parchment with three holes cut out. The parchment contained an eye that matched the clue card on a long side of the page (eye not shown, as it was on the opposite side of the paper that is not pictured). 

They eye led back to the divination classroom!




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