Harry Potter Escape Room

Dawn Abron August 19, 2018

Escape rooms are very popular and very inexpensive. If you have time and a creative mind, you can make your own escape room with supplies you already own or you can purchase some inexpensive locks from Amazon.

With the opening of Crimes of Grindlewald coming to theaters in November, this is a great time for Harry Potter themed escape room.  The following escape room was done as an activity during your Harry Potter/Fantastic Beasts party. Our party was after hours and teens had the library to themselves to run and scream.  You can alter the clues to fit a Fantastic Beasts theme but keep the locking system.

Type: Active
Age: Middle school
Optimal size: 6-10
Estimated cost: $26 - $50
Planning time: 5+ hours
Frequency: One-time

Learning outcomes

At the end of the program, teens will...

  • Be able to use problem solving and critical thinking skills
  • Be able to work with a team

Instructions

Supplies Needed: 

UV Light

Invisible Ink Pen

Padlock key lock (You can buy these at the Dollar store)

Combo lock

Lockout Hasp

Storage Lock box (or something similar)

Objective: Escape Azkaban before the Dementor’s Kiss

You will be using the locking system pictured below for this game.  This game is meant for two teams but if you only have one team, simply put three locks on the hasp instead of six.

IMG_0574

As you can see, there are three locks on each side of the lockout hasp.  Team Gryffinpuff will get clues to left side and Team Slytherclaw will get the same clues but it will be for the right side of the hasp. Inform each team to search for clues in their designated area.  For example, tell Griffinpuff to search for clues in the youth department and Slytherclaw is to search in the adult department.

To begin the game, tell them their objective is to escape Azkaban before the Dementor’s Kiss.  The spell to escape is in the box.

  • Clue #1
    • Read to the entire group: Oh what a puzzle you’ll be in if you use the unforgivable curses.
    • Give both teams an envelope that contains a paper puzzle piece of the words AVADA KEDAVRA. The envelope should also contain the clue you read.
    • Tell the teams to search their depts. for the other puzzle pieces. When the teams return, they can input the combo in one of the locks.
    • They may then receive their next clue.
      • Prep before the party
        • Cut out the puzzle pieces and write a piece of the combination to one lock on each puzzle piece.  For example, if the combination on the hasp is 345, write 3 on the back of one puzzle piece; 4 on the back of a puzzle piece; and 5 on the back of the last puzzle piece.
        • Hide two puzzle pieces in plain sight in each department.  Teens should be able to find the pieces but it shouldn’t be too easy.
  • Clue #2
    • Although we ruined the celebration for the winning team oftheQuidditch World Cup, maybethispolyjuice potion will help usescapeAzkaban.
      • Give each teen a small cup of juice and the team the clue you read.  The Irish team won the Quidditch World Cup and that’s their clue.  Teens can use their phones to Google the answer. (Don’t tell teens before hand that they can use their phones; let them figure it out.)
    • When the teams return, they can input the combo in one of the locks.
    • They can then receive their next clue.
      • Prep before the party
        • Write one letter on the bottom of seven cups to spell IRELAND.  On the bottom of three cups write, “find the flag.” One cup/word. The remaining cups will have no letters.  Do this for each team. As they drink, they should notice letters on the bottom of some of the cups and they will begin to arrange the letters.
        • Place several varied world flags around each department including the Irish flag.  On the back of the Irish flag put a QR code.
          • To make a QR code: I took a picture of a written trivia question, “I created SPEW in this book” and I put the picture on Instagram.  You can do your library’s IG or your personal. Go to that IG account on a computer, pull up that post, and copy the URL.  Go to QR generator site and click URL at the top of the screen. Paste the URL, save it, cut it out, and tape it to the back of the Irish flag.  One teen will have to download a QR reader.  You can tell one person from each team to download it before the escape room or you can let them figure it out.
        • This will lead them to the book, Harry Potter and the Goblet of Fire.  Keep the book on the shelf where it normally should be.  Inside the book, tape a key that opens the lock on the hasp.
  • Clue #3
    • Before the party, we made two dementor pinatas.  We purchased two batman pinatas from Walmart or Amazon. Get the pull string piñata. We covered them with black plastic table covers and lots of black streamers.
    • Have each team go to their piñata. One teen pulls the strings one at a time.  When the piñata bursts, they should look for their next clue and UV flashlight. You can also have candy in the piñata and teens can come back to get candy after they escape.
    • Clue: Find all your answers in the Room of Requirement
    • When the teams return, they can input the combo in one of the locks.
    • First team to open the box wins.
      • Prep Before the Party
        • Designate an area in each dept as the Room of Requirement and put a nice big sign so the teens know this is where they should be.
        • Using the pen with invisible ink, on a sheet of paper taped to the wall write “This is the year Azkaban was first used as a detention facility.” The answer is 1917 and this is the final combo.
        • On other sheets of paper, write ZONKO.  Make a lot of ZONKO papers and tape them to the wall.
        • Teens can use their phones to find the answer.
  • InsidetheLockbox
    • Write any spell on a sheet of paper.  You could also put a sheet that says we escaped Azkaban and have the teens take a picture.

Evaluation

  • Sometimes they need clues. Before the activity begins, give teams one hint card. They may use the card one time during the game.
  • Have three staff/volunteers. One in the adult department for one team; one in the youth department for the other team; and one by the lock box to hand out the other clues.
  • Color code the locks so the teams know which is there's. 

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