FAQ
Questions at the airlock
Very — it is designed to scare. Zombie Apocalypse combines darkness, flashing light, theatrical smoke and possible jump scares with a snarling subject behind the glass all hour. Anyone nervous can talk it through with the team before booking.
Sixty minutes inside Zombie Apocalypse. Add 15 minutes before for the briefing and about 15 after to catch your breath, so the visit takes up to 90 minutes, or a little less if your cure works early.
You ask for help. A gamesmaster follows every Zombie Apocalypse session and can send hints or clues whenever your team is stuck, so one stubborn puzzle won’t sink the cure.
Never. Every Zombie Apocalypse booking is private, so the only survivors in the lab are the ones you bring.
Fifteen, with no exceptions. Zombie Apocalypse is a strict 15+ room at Northbridge, Sydney CBD and Melbourne CBD, and staff may check ID from anyone who looks younger.
No. Escape This doesn’t admit children to Zombie Apocalypse as players or as spectators, even with a parent, so anyone under 15 needs other plans for the hour.
At least one of you does. Zombie Apocalypse needs moderate English reading and its story and clues are spoken in English. Escape This says one confident reader is enough to take part, though its FAQ suggests most of the group be fluent for the best game.
Yes, with teammates helping. Narration and clues in Zombie Apocalypse are audio, so others pass on what is said, while the puzzles call on a wide mix of skills.
In Sydney, yes: the Sydney CBD lab takes one wheelchair per session, though a few puzzles are harder from a seat. Northbridge is not accessible. escapethis.com.au doesn’t say either way for Melbourne, so call (03) 7078 8118 before booking Zombie Apocalypse there.
Yes. Theatrical smoke hangs in the Zombie Apocalypse lab, so players with asthma or another breathing condition should think twice before booking.
There is no crawling and nothing tight to squeeze through, and Escape This lists Zombie Apocalypse as suitable for claustrophobic players. The Melbourne lab is a smaller space overall, and the general safety notes mention possible confined spaces, so ask if you’re unsure.
Usually, yes. Zombie Apocalypse has no crawling or tight spaces, and the Northbridge and Sydney pages call it a good choice. Melbourne warns anyone heavily pregnant or with a pacemaker about its jump scares.
It isn’t recommended. Zombie Apocalypse uses flashing lights and periods of darkness, and Escape This advises light-sensitive and epileptic players to choose another room.
Press a panic button. Zombie Apocalypse has panic buttons for leaving early and is watched on CCTV the whole time, so nobody is stuck in the lab against their will.
Fifteen minutes before your session. That covers the Zombie Apocalypse briefing, so your 60 minutes with the subject start on time.
Save them for afterwards. Escape This turns away any player who shows up to Zombie Apocalypse affected by alcohol or drugs.
If anyone in your team might look under 15, yes. Staff can ask for ID before letting players into Zombie Apocalypse, and nobody younger than 15 is allowed in.
Whatever you can move in. Zombie Apocalypse needs no costume, though a lab coat or a survivor’s flannel adds to the mood, and comfortable shoes help over an hour on your feet.
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