Mystery Manor Escape

Mystery Manor Escape

$509.99
Minecraft Education
was $599.99 Save $90
7/27/2026 - 7/31/2026 | Ages 6-12
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Mystery Manor Escape

Parents: Each participant designs a self‑contained escape‑room puzzle game in 5 days using Minecraft Education. Scaffolded lessons teach events, variables, conditionals, arrays/lists, and timers in MakeCode (Blocks or Python). Differentiation offers “Try This First” and “Level Up” tracks every session.

Kids: Build your own spooky‑fun Mystery Manor! Hide keys and clues, wire secret doors, add timers and hint buttons, and challenge players to escape before time runs out. By Day 5, your game is ready to play and share!

Project Model

Every student creates a personal “Mystery Manor” in a private plot. Daily features stack into a complete escape‑room flow (intro, puzzles, locks, finale). Helpers may share ideas, but each layout and code is individual.

Daily Structure

  • 4 one‑hour sessions per day (S1–S4)
  • Individual worlds with optional 5‑minute neighbor check‑ins for ideas
  • Differentiation: “Try This First” + “Level Up” tasks each session (Blocks or Python)

Day 1: Meet MakeCode — Rooms, Events, Sequencing

Outcomes: Open Code Builder, use on‑chat events, place blocks with the Agent, and script simple interactions.

  1. S1 Welcome + Tour Activities: Controls; open Code Builder; “on start” messages; vocabulary: event, sequence, Agent, interact.
  2. S2 Agent Room Builder Activities: Use loops to build a 9×9 starter room (floor, walls, door frame). Challenge: Checkerboard floor.
  3. S3 First Interaction Activities: On chat “open”, setblock a door; add a lever or button to toggle door state.
  4. S4 Mini‑Showcase Activities: 1‑minute demo of your entry room; reflect: Why use loops for walls?

Level Up (advanced): Room size input via chat; Python version of the room builder.

Day 2: Locks and Keys — Variables and If/Else

Outcomes: Track inventory‑like “keys” with variables; conditionally unlock doors and chests.

  1. S1 Hidden Key Activities: Place a hidden “key block”; on player near key, set hasKey = true; show a title message.
  2. S2 Locked Door Activities: If hasKey then open door; else flash a redstone lamp and show a hint.
  3. S3 Multi‑Lock Puzzle Activities: Create 3 plates; require two correct plates to be pressed to open secret passage.
  4. S4 Debug + Share Activities: Fix facing/off‑by‑one; test door resets; 30‑second solo demo.

Level Up (advanced): Color‑coded keys; validate safe teleports; add one‑way gates with pistons.

Day 3: Puzzle Variety — Lists, Random, Patterns

Outcomes: Build pattern and logic puzzles using arrays/lists and randomness for replayability.

  1. S1 Pattern Pad Activities: Store a 4‑tile color code in a list; players repeat the pattern on floor pads to unlock.
  2. S2 Riddle + Clue System Activities: Keep riddles in a list; on button press, show the next clue; optional decoy clues.
  3. S3 Randomized Rooms Activities: Randomly enable one of three side puzzles per run; light the active room with lamps.
  4. S4 Clean Code + Test Activities: Group code into functions; neighbor playtest; refine puzzle clarity.

Level Up (advanced): Weighted randomness; save/load pattern lists; seed for repeatable runs.

Day 4: Tension and Flow — Timers, Hints, Checkpoints

Outcomes: Add a countdown, gentle fail states, and an optional hint system.

  1. S1 Global Timer Activities: “/startEscape” starts a 6–10 minute timer; show remaining time in title or chat.
  2. S2 Friendly Fail + Reset Activities: If timer hits 0, reset doors, variables, and player position to the lobby.
  3. S3 Hint Button Activities: On button press, display a progressive hint; subtract 30 seconds as a trade‑off.
  4. S4 Balance + Accessibility Activities: Adjust puzzle difficulty; add signage and lighting; ensure routes are clear and fair.

Level Up (advanced): Per‑room timers; checkpoint saves; optional “practice mode” without the countdown.

Day 5: Finish and Share — Individual Showcase

Outcomes: Each student completes a unique escape‑room world with keys, locks, puzzles, timer, and a short presentation.

  1. S1 Final Checklist Activities: Lobby intro, at least two puzzle rooms, one secret door, timer + reset, clear exit.
  2. S2 Build + Code Activities: Tidy names/comments; add “/resetManor” and “/help” commands; polish effects.
  3. S3 Practice + QA Activities: Test edge cases (door stuck, timer desync); simplify loops; brighten dark corners.
  4. S4 Showcase! Activities: 1–2 minute demo: solve one puzzle live, reveal a secret, and explain one code trick. Celebrate with badges (Puzzle Pro, Logic Wizard, Debug Star).

Level Up (advanced): Optional Python refactor; “Difficulty” variable that adds an extra lock or shuffles patterns.

Why Families Love This

  • For Parents: Clear, individual progress and a tangible, replayable Minecraft Education escape‑room in 5 days.
  • For Kids: It’s your mystery—build it, code it, and challenge friends to escape!

Camp Essentials

  • Ages: 6 to 12 years old.
  • Dates: Monday, 7/27/2026 to Friday, 7/31/2026
  • Times:
    • Full-Day,8:30 AM–5:00 PM
    • AM, 8:30 AM - 1:00 PM
    • PM, 12:30 PM - 5:00 PM
  • Location: 2171 Ivy Rd, Charlottesville, VA 22903
  • What to Bring: Water bottle, lunch, and one or two light snacks.
  • Video gaming: Allowed with parent permission during Exploration Time
  • Tech Provided: Computers and robotics kits (for in‑camp use only; equipment stays with us).
  • Skill Level: Beginners welcome; no prior coding experience required
  • Dress Code: Comfortable clothes; indoor‑friendly shoes
  • Contact: camps@blueridgeboost.com • (434) 260‑0636
  • Allergies/Medical: Share details during registration; bring any necessary meds
  • Behavior & Safety: Kindness first; follow staff directions; internet safety rules apply

Note: The camps listed as ages 6 to 12 will be divided by age into two groups.

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Enrichment and tutoring in Math and Computing for any student who wants to learn. Led by Ana Nora Evans in Charlottesville, Virginia.
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