Case 04 · Magical
Journey to Oz
A magical atmosphere with no physical locks.

The fictional premise
A quiet visit to a farmhouse becomes a trip to Oz. Recover the items the Wicked Witch has stolen from Dorothy and her friends before time runs out.
The published design intention
Interactions that feel magical.
The venue’s making account: “How Great Escape Rooms Are Designed” — Sean Ainsley, TVER blog, 22 July 2026.
What to expect
A magical atmosphere with no physical locks.
Multiple rooms and non-linear play let teammates investigate different parts of the game while sharing what they discover.
Before you step inside
- Players
- 4–8
- Time
- 60 minutes
- Difficulty
- 3 of 5
- Age guidance
- 8+ recommended
Difficulty and age guidance are published by the venue. Every game is private.
Ages 8+ are recommended. Doctor Fear is recommended for 12+, but not required. A group in which everyone is 11 or younger needs a participating adult. Players under 18 need a signed waiver. Children 5 and under who cannot take part can accompany the group free; leave a note when booking.
The venue states that all four rooms are ADA accessible. Some wheelchair sizes may need alternative access in Mad Hatter. Call about your specific access needs; a photograph cannot confirm suitability.
Questions about this room →Take this case to the calendar.
Read the public room sheet, then choose a time on the venue’s website. No selection here is a reservation.
View the booking fact sheet →Call (208) 400-3381