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Game 01 · Mandurah, WA

The Broken Compass

A ship's compass has been smashed. The wrong person is getting the blame.

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Invite only for now. You'll need the code from your invite.

Opening soon

  • About 3 km
  • Around 90 min
  • Mandurah
NESW
Exhibit A · Found by the water

The case

The case wasn't forced.

Overnight, a brass ship's compass disappeared from its display case at the museum. By first light it lay in pieces by the water.

The case wasn't forced. Only five people hold a key: a ferry skipper's grandson, a retired teacher, a signwriter, a gardener and a crabber. But it's Tess, the young volunteer who locked up, whose name is on the report.

Tess didn't do it. She's asked your team to prove it before the report goes in.

Incident report

Not yet filed

Item
Brass ship's compass
Taken from
Display case, museum
Found
In pieces by the water, first light
Display case
Not forced
Keys issued
Five
Locked up by
Tess, volunteer
Draft

I didn't do it. Help me prove it before it's too late. – T

The key holders

Five keys. One case.

Five people could have opened that case without forcing it.

  • 01

    Ferry skipper's grandson

    Key holder 01

  • 02

    Retired teacher

    Key holder 02

  • 03

    Signwriter

    Key holder 03

  • 04

    Gardener

    Key holder 04

  • 05

    Crabber

    Key holder 05

And Tess

The young volunteer who locked up that night. She didn't do it.

Name on the report

How this case plays

Put it back together.

NESWCASE FILE0E01E02E03E04E05
Brass ship's compass

On display

  1. 01

    Follow Tess's leads

    On foot, along the foreshore and through the old town. Each Lead sends you somewhere real, and the evidence is out in the open, if you know how to look.

  2. 02

    Recover the evidence

    Every piece you recover goes into your Case File, on every phone in the team. Stuck? Hints are there if you need them, but every one costs time.

  3. 03

    Piece it together

    Every piece you recover is part of the picture. Put it together, and clear Tess's name.

Before you go

What to expect.

  • Starts at

    Mandurah War Memorial

  • Distance

    About 3 km on foot

  • Time

    Around 90 minutes

  • How you play

    In teams, on your own phones, in the browser. Nothing to download.

  • Local knowledge

    None needed

  • Hints

    There if you need them. Every one costs time.

Tess, the suspects and the compass are invented. Every clue is built on something real in Mandurah.

Bringing a group? Several teams can race the same case at once, with the results sealed until the end.

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Clear Tess's name.

Choose your teams, a date and a start time.

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Invite only for now. You'll need the code from your invite.

Outdoor escape rooms, played on foot and solved together.

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