The Complete Escape Room Collection
The Midnight Skyport and the six other games, ages 6 to adult.

The Midnight Skyport
Fog over the harbor, a silent beacon, and one last airship to bring home.
In this escape room for kids, the town's dawn lanterns are aboard the airship Starling and fog has swallowed the landing lights. The old beacon has gone silent. Your night crew of 3–5 restores contact and brings the last ship home, while you hold the host book.
Instant download. After payment you land on our thank-you page, and the files come to you by email.
Also in all 7 games for $49.99, about $7.14 a game.
Chapter IThe story
The town's dawn lanterns are aboard the airship Starling. Fog has swallowed the landing lights and the old beacon has gone silent. The night crew restores contact and brings the last ship home.
It is played in three packets, and each one opens only after you, the organizer, have checked the crew's result. At the end the correct hangar door opens and you read the ending.


Cover and one inside page, shown whole
Chapter IIWho it’s for
This is the hands-on one. The crew turns a square bridge on a map, folds a beacon tower with a turning sleeve, and before play you build three hangar-door models from the backings and frontages. You need a printer, ordinary paper, scissors, clear tape, a pencil and three envelopes; a glue stick is optional, and an adult should start the inside window cuts.
The optional party set turns the game into the party: a welcome sign ("night crew report here"), a town board, crew credentials, a certificate, lantern tokens with a photo prop and signal pennants. After the ship arrives, each player places a lantern in a window of the town. Print only what you want.
Chapter IIIWhat you print
Choose your paper size and your ink level; the piece sizes stay the same. Print the game once per team, and the host book for yourself.
The download also holds editable PowerPoint versions of the game and party set (A4), an editing guide, and an optional original background ambience track that carries no clues. A source folder holds the answers, so it is for the organizer only.
Chapter IVHow the night runs
Each packet ends in a result the organizer checks before the next packet opens. There is no timer.
The crew starts with a departure timetable, a harbor map and a rotating bridge.
The weather glass, the weighmaster's workshop, the fuel and a radio repair.
The emergency approach, a folded beacon tower with a turning sleeve, the landing lights and the hangar doors.
The correct hangar door opens and the organizer reads the ending, page 23. The optional party set adds a lantern-lighting arrival.
Chapter VHints, prep and answers
Designed for 3–5 players aged 10–12 and an adult organizer. For more players, print the game once per team.
The kit does not name a play time or a prep time, and there is no clock in the game. Prep includes building the three hangar-door models.
Slips, seals, weather fragments, badges, radio strips, masks, the beacon tower and sleeve, flight strips and a compass, plus three hangar-door models.
Single-sided at 100% / Actual Size, never Fit. The host book has a 50 mm test line to check your printer.
Stage Packets I, II and III in envelopes and keep the ending page back.
The game is written for 10 to 12 year olds and does not state 13. For teens 13 and up, see The Halcyon Blackout.
The first page of the party set is a night-crew invitation with lines for the crew member's name, the date, the time, the address and who to reply to. It is also in the editable PowerPoint version (A4), so you can type the details in before printing.
When the crew gets stuck, you hand out a hint from the host book. The host book gives progressive hints for every stage, and the answers. Hand out one hint at a time, when the crew asks for it. There is no clock running against them, so nobody loses by asking.

The Midnight Skyport is one of seven
The Midnight Skyport is one of seven printable escape rooms. The collection adds a birthday game for ages 6–9, Halloween, a family Christmas, a big group of 8–24, a classroom and a teen detective night, for $49.99 in total.
Yes, an escape room is right for 10 year olds when the game is written for their age. The Midnight Skyport is designed for 3–5 players aged 10 to 12, with an adult organizer who checks each packet and gives hints. There is no timer.
Yes, eleven is in the middle of this game's 10–12 range. For a Halloween party of 8–12 year olds there is also The Ghost of Pumpkin Hill.
Yes, twelve is the top of this game's age range. A group of twelve-year-olds who want something harder can look at The Halcyon Blackout, which is for 13+ and adults.
The Midnight Skyport states ages 10 to 12, not 13. For thirteen and up we made The Halcyon Blackout, a detective case for teens and adults.
Start from a printed game rather than a blank page: print The Midnight Skyport once per team and follow the cut-and-packet map in the host book. Build the three hangar doors and stage the three packets in envelopes. Then hand over Packet I and keep the host book with you.
A paper escape room is a game you can play with a 10 year old and their friends. In The Midnight Skyport the crew turns a bridge on a map, folds a beacon tower and opens hangar doors. You hold the hints and the answers.
An escape room is suitable for kids when it is written for their ages and has no timer to beat. The Midnight Skyport is for ages 10–12, and the host book gives progressive hints and the answers.
Pairs well with
The Midnight Skyport and the six other games, ages 6 to adult.
A locked present. A very guilty puppy. Clues all over the house.
A ghost with good manners has locked the Treat Chest.