Prestige Escape Rooms: The Witch’s Lair | Review

Image

Prestige Escape Rooms: The Witch’s Lair | Our lovely game-designer, Francesca, has gone missing. The Witch’s Lair was the last room that she was working on. She was researching the history of witchcraft in Lowestoft in the 1600s. Whilst Francesca was designing the game, she changed. Just days before we were due to open the game, she vanished. We have decided with a heavy heart to open this game to the public in the hope that one of you will be able to find some clues about what could have happened to her.

Date Played: January 2023
Time Taken: 58:58
Number of Players: 4
Difficulty: Medium

Another one of Prestige’s digital escape rooms in the bag. And… With just two minutes to share on the clock – that’s what I call a picture perfect finish! Sure, we might not be breaking any records with our time in The Witch’s Lair, but it’s always extra satisfying to finish on the clock perfectly.

 

Photo (c) Prestige Escape Rooms

 

The Witch’s Lair is the second of Prestige Escape Rooms we tried of an evening in January. Why am I writing this review in April? Well, the room was just so memorable, I really wanted to talk about it. For starters – there’s the frog. That. Frog. Secondly, the story was one of the most unique I’ve experienced. And last but not least, but puzzles were great fun.

We opted to play this room in the ‘digital’ format, which means when you check our you receive a code to play immediately. This code is hosted on Telescape and can be shared around with your teammates. Essentially it amounts to a digital, 360 degree, point-and-click version of the real life brick and mortar room. If for any reason you can’t travel to Lowestoft, playing from the comfort of your own home is second best. Or first best, if you’re a homebody that likes to play her escape rooms wrapped in a cosy jumper and a glass of wine, like me. It also gives me the opportunity to play with some of my favourite people – Alice and Ash of Escaping the Closet, and our friend Tasha.

Once we entered (the word ‘enter’ being quite loose here – more like logged on to) the Witch’s Lair we were immediately struck by the well-crafted and immersive atmosphere. I could tell through a screen that this escape room has a lot of love put into the decor and set design. Recreating the atmosphere of a Witch’s Lair in a digital format can’t be easy, but they were spot-on in creating a spooky and intriguing setting that immediately drew us into the game’s story. The atmosphere was eerie and dark, with an authentic witchcraft theme that made it feel like we were in the middle of the 1600s.

The story of this experience breaks the fourth wall a little and I love that. The game’s game designer Francesca has gone missing! After researching witches and history, something peculiar is afoot. After much deliberation the owners of the escape room decided that their best hope of finding Francesca is to open the escape room up to the public and see if anyone from the public can figure out what happened and save Francesca. Hold on a minute, is this for real? Haha!

What followed was an hour of puzzle solving. As a whole, the game was fairly linear – in that it felt like our team of four were working on the same things at the same time, occasionally breaking up into two smaller groups to puzzle out something in more detail. The room erred on the side of more lock heavy – there were all sorts, 4 digits, 5 digits, letter locks, and so on. Each time we unlocked a lock, we found more evidence to continue on the hunt for Francesca.

 

Photo (c) Prestige Escape Rooms

 

What I imagine happens in the in-person room was a little more magic that’s always a little harder to recreate on Telescape. There were a few moments when our actions triggered something open – but it would take us a second or two longer to figure out exactly what, rather than the magic of having a door swing open in front of us. But generally speaking, everything worked really well. The inventory system, the navigation, and of course the puzzle solving.

The highlight of the game for all of us was the frog. Actually, it’s funny, for most of the game I had my PC on silent – and the rest of my team kept saying “Can you guys hear a frog”. I thought everyone was losing their mind, until halfway through I decided to turn my volume up and declared loudly, “Wait! There’s a frog!!” Of course, the frog came to be very integral to the story, but also comic relief as we sped through the puzzles.

As a fun fact I learned after the experience from talking to THE Francesca by email (don’t worry, we saved her in the end!) was that in real life she’s terrified of frogs and toads, much like in the game. I particularly love that the designers created a scary room, featuring something they actually are afraid of. It’s a nice touch! I’m not sure if I have any tangible fears like that myself. Perhaps my greatest fear is the “never-ending existential worry about wasting ones own life”. Hey wait, maybe there’s a fun escape room theme in that!

Jokes aside, The Witch’s Lair was a really enjoyable room. Especially this ‘late’ into the trend of companies digitizing their escape rooms so people can play them remotely, to discover a new one that’s both refreshing and fun is a hidden gem to me. I’d recommend this escape room to anyone! Friends, families, newbies and experts alike. Just beware… The frog!

You can play The Witch’s Lair in person or digitally by booking via their website here.

 

Eleven Puzzles: Unsolved Case | Review

Image

A new lead turns up old doubts about an ‘Unsolved Case’. A trap, or a copycat killer? In this co-op puzzle game prequel to the award-winning Cryptic Killer series, put on your detective badges as you collaborate and communicate to crack the codes, solve the riddles, and catch the Cryptic Killer.

Date Played: April 2023
Number of Players: 2
Time Taken: 30 mins
Difficulty: Easy

Although we became very familiar with digital escape rooms over the course of the pandemic, it’s been a while since I’ve played one. Last year I covered “Parallel Lab” by Eleven Puzzles, and greatly enjoyed it, so when I saw they had just released a new (free!) game, I absolutely had to play it. This is actually the first part of a larger game set to be released soon, which is even more exciting!

 

 

The Premise

Much like their previous game, this game requires two players on separate devices. This game actually supports cross-device playing, which meant I was able to Skype my mum and play on my computer, while she used her iPad, which she is more used to than playing on a computer. Part of the reason I love the Eleven Puzzles games so much is their ease of play – you are not tied to what the other person is doing and are fairly free to roam and interact as you like, and the gameplay is pretty much just point and click, so no tricky key combinations to figure out – any difficulty is just about the puzzles themselves!

In ‘Unsolved Case’ we return to the partnership of Ally and Old Dog, who have just received a mysterious briefcase each in their own apartments. These apartments happen to be fairly similar, and hold all the clues needed to crack the case open…

 

 

The Puzzles

All the puzzles in this game require cooperation, not just one or two. However, they’re also unique and creative in the way they require this teamwork. Certain puzzles may require you to do the same thing, with different results, while others require the sharing the information. One thing I noted as we played was how well-balanced these puzzles were – I never felt like I was missing out on the ‘aha’ moments, and similarly didn’t feel I was encountering them all. If there was ever a puzzle where I felt my mum was having all the fun, there was soon to be a similar puzzle where the role was reversed (although different enough that it wasn’t a cut-and-paste).

example with minor spoiler

At one point there is a puzzle that required my mum to essentially work out a maze (I think), and all I did was click a button to go left, right or forward. However, there was also a similar puzzle where I had to figure out which ‘doors’ to open or close and all my mum had to do was click a button with specific colours on. It’s a great example of balancing the gameplay with similar experiences, without it feeling identical.

 

 

In fact, I thought a lot of the puzzles were really well done – they were all creative while still being logical, if not too simple. At each stage, there is a padlock to unlock the next part of the story, with icons clearly showing which puzzles to solve to find the numbers. This meant we knew what we were doing and worked our way through each, even directly affecting each other’s rooms while doing so, which was a really fun.

 

 

The Verdict

I really enjoyed playing this – the playability was easy, puzzles were fun and interesting and it’s got a neat, comic book style. It’s a shame it was so short, but as it’s free I think this is a minor point! I would also say it would’ve been nice if there were slightly more independent puzzles too, to make it slightly less linear and bring a little more freedom. Overall though this is a really fun game to play, especially if your teammate is long distance, and I can’t wait to play the full game when it’s released soon!

Unsolved Case is free to play, and available on Steam, Android or iOS.

 

Z-Escape: The Library of Enchantment | Review

Image

The Library of Enchantment Review: Ever wanted to step inside a story? The Library of Enchantment is a fun-filled thrilling family-friendly escape room, full of seafaring adventures, time travelling tricks and a pesky old bookworm who’s always up to meddlesome mischief! Join us for an enchanting experience that requires your puzzling skills, logic, persistence and, most of all, teamwork. Can you help capture Billi the bookworm and put the chaos right before the Library Inspector arrives within the hour?

Completion time: about 50 minutes
Date Played: 8th April 2023
Party size: 4
Difficulty: 3.5 out of 5 

We were lucky enough to be asked to come and try out Z-Arts newest addition to their arts centre, to see if we could help restore calm within the library walls before the (gasp) ‘Library Inspector’ arrives! 

Z-Arts: First things first – the Z-Cafe! 

First things first, let’s talk about the Arts Centre itself. It was super easy to get to (accessible very easily from the tram or walking distance to the city centre). The space was wonderful: all bright colours and smiling faces. Put simply, there is so much going on in here and the atmosphere is very welcoming.

We started off by checking out the café (well, of course), where we got a coffee and a (vegan!) cake for £4.50. The perfect way to fuel up and get our heads in the game, before the main event. For this escape room, we invited Al’s parents along for the ride – so technically we fit the bill. We were a ‘family’ playing the escape room, some adults and some ‘kids’ (us!). Having played in this size group, I would say 4 is the perfect number for this game. It allows everyone to have something to do, but also making sure you have enough people to get through all the different spaces within the allocated 60 minute slot.

 

Photo (c) Lizzie Henshaw

 

Talk about ‘Reading the Room’…

Our first impressions were excellent. The game opened up brilliantly, beginning long before you even got through the main door, which is always a nice touch. It also started with a puzzle that was very much on theme, helping to get us into the swing of things right from the start. Throughout the game, we were welcomed into a number of different spaces, guided by our lovely host, El, who provided us with a new book each time for each room, to help us with where to go next. Each one of these books matched the theme of the new rooms we found ourselves in, and it was a really nice touch that tied the whole thing together in a neat, comprehensive package.

Having a host in the room with us throughout the experience was something that we haven’t come across before. Usually we want to play with just our team, or more likely desperately wanting the non-members of our team to be out of the room – as from our experience, actors in the room are usually a form of demon, ghost, or other unwanted presence to make us jump! However, and most importantly, as this room is built to be suitable for children to complete the experience alone, the presence of a games master throughout definitely makes sense. El was brilliant throughout our escape room experience. They knew exactly when to step back and let us puzzle on, and knew the perfect moment when we needed a slight nudge in the right direction. 

 

 

Quite the seamless room transition!

From start to finish the escape room felt well balanced. The puzzles were varied and exciting – there were physical puzzles, there were logical puzzles, we did some searching, we did some ‘pondering’. We were kept very busy throughout the whole experience, moving through the different spaces to finish all our tasks in order to proceed to the next room. No spoilers, but one of the room transitions was up there with the most fun we have had moving from room to room!! Even Al’s dad had a go, and judging by his smile – he absolutely loved it!

Whilst Z-Arts have pitched this as a family friendly escape (which it definitely is), we think puzzle lovers, both adults and children alike, will have an absolute blast playing The Library of Enchantment. We know from experience that central Manchester is not the *best* place to find escape rooms, so Z-Arts have created a very, very welcome addition to the escape room scene, and one we wholeheartedly recommend! 

 

 

The Verdict: A real hidden gem! 

If you like puzzles, you appreciate set design, and you want a challenge that will fill up the full hour slot for most teams, we would 100% recommend getting yourself to the Library of Enchantment!

You can book your session directly on Z-Art’s website, and tell them The Escape Roomer sent you!

Please Note: We received this experience for free in exchange for an honest review.

The Escape Roomer is on The Infinite Escape Room Podcast!

Image

Look mum, we’re on a podcast!

We’re super excited to have been invited onto our favourite podcast, The Infinite Escape Room to take on the latest chapter in their (if the name weren’t a giveaway already) “infinite” escape room. On a sunny Thursday night, Mairi, Al & Ash got together with a cup of their favourite brews for “Down the Rabbit’s Hole”. How did we get on? Scroll to the bottom of this page to listen.

The Infinite Escape Room is “The puzzling podcast where a group of chums have a drink & work together to solve a homemade escape room” and each week you can join the team comprised of Mike, Ben, Jon and Jamie to solve-along with a new audio escape room, continuing the adventure week by week.

At The Escape Roomer we are all huge fans of The Infinite Escape Room, and highly recommend it for everyone who enjoys a laugh, a beer, and a puzzle.

 

 

 

Here are the two episodes you can catch us on, and when they air:

But don’t forget, if you subscribe to them on Patreon you can listen to all episodes a week early and get unedited versions.

The Locksmith’s Dream | Review

Image

“The Locksmith’s Dream is a series of genre-defying, immersive overnight experiences filled with narrative delights and magical puzzles. Step into a 17th Century manor house seemingly trapped in the 1920s. Unravel the narrative mysteries, solve puzzles and enjoy the unique atmosphere of the house and its grounds. Join fellow guests in sifting through the history of the house and previous inhabitants, supported by the curious staff who seem deeply connected to the property. Dine by candlelight in opulent oak-clad halls and as night falls, don your unique mask to wander in the strangeness of ‘The House of the Moon’.” – from The Locksmith’s Dream website.

 

Date played: April 2023
Time taken: 12 hours (including overnight stay)
Number of players: 2 in my party (22 guests overall)
Difficulty: Moderate-Hard

Photos in this review (c) The Locksmith’s Dream or Karen Myers

 

Everything about The Locksmith’s Dream is otherworldly.  A curated luxury immersive overnight experience, it has its home in Treowen, a gloriously creaking pile of a 17th Century manor house in the marchlands between England and Wales.  And just as the house is trapped between two countries, the story it tells is trapped between, or maybe entirely outside, time(s).  As an arriving guest you are very much of the modern world, but step inside ancient Treowen and you’ll find your genial, generous hosts appear forever frozen in a hazy 1920s vibe.  But in The Locksmith’s Dream nothing is ever quite as it might first appear.  Within Treowen’s walls are a myriad mysteries to unravel.  Where you start, what questions you ask, what puzzles you attempt to solve is entirely up to you.

 

What is The Locksmith’s Dream?

Like the ‘between times’ nature of the house and the narrative it contains, the event itself is liminal and elusive.  It slips between genres, playfully evading definition and refusing to be trapped by conventional labels.  There are elements that are escape room or scavenger hunt-like, with keys to be sought and riddles to be solved, but it is neither entirely an escape room or a scavenger hunt.  There are elements that borrow from the Punchdrunk brand of immersive theatre, where you can follow and interact with a character to piece together their personal narrative and their place in the mystery, but it is also not that alone.  And although I’ve never LARPed, there are some influences from that world too, where you can inhabit an identity of your own to engage with the cast.  And yet it’s not fully a LARP either.

So what is it?  It’s impossible to define, but playfully and deliberately so.  Choosing to exist between genres, there is an angle here for almost anyone who enjoys puzzles, immersion, direct performer interaction, mysteries, narrative complexity and exploration.

 

 

No, But Seriously, What Is It?

Ok, look, the world-building for this event is outstanding.  The depth of detail involved in creating the mythos that exists within the mysterious walls of Treowen is immense, and crafted with passion, affection and intelligence.  It is, quite simply, mind-blowing and overwhelming.  So to try and explain what ‘it’ is within the confines of this review would do it a severe disservice and be at risk of being spoiler-heavy but a bare bones precis might go something like this:

Treowen exists on a threshold between worlds, and sometimes secret gods, known as the Hours and who appear in the form of birds, converge on the house to trade secrets in a meeting known as ‘the Roost’.  When they depart, they leave behind “divine gossip and treasures” or ‘birdsong’.  Your arrival at Treowen in the immediate aftermath of ‘the Roost’ has been arranged by a sponsor from an occult organisation who finds value in this birdsong.  It is your job, once inside the house, to search it out, in any of its myriad forms.  And when you find it you have a choice to make – to assign it to your sponsor who may use it for good or ill, or maybe you can trade it for information, a secret or an insight.

Physical ‘birdsong’ aren’t the only secrets hidden around the house.  Treowen is staffed by a curious band of characters – from attentive butler, Hawthorn, to the wily but circumspect Inspector of the Suppression Bureau, from the dusting-obsessed servant, to the excitable but oh-so-sad Curator.  They all have their own stories, woven into the very fabric of the house, and while they hold their own mysteries close they can often be persuaded to part with a detail or two if you take the time to chat, gently easing away at least part of their masks.  Even those who have long left the house leave secret traces that endure – your occult sponsor might want physical birdsong but they might also like you to uncover what happened to previous residents, some of whom have met mysterious ends.

And just when you think you’ve found your bearings in this complex puzzle box of a house, night falls and, after a delicious 7 course feast of a candlelit dinner, you are invited to don the mask provided by your sponsor and explore the house anew.  Because in ‘the House of the Moon’ so many things are oh so very different.

Throughout Treowen and throughout the 24 hours of your stay, enigmas and conundrums surround you on so many levels.  And this is where The Locksmith’s Dream is unique to any other immersive experience I have taken part in.  The path you choose to take through the event is entirely up to you.  You can spend your time searching for the physical puzzles that litter the house, where every nook and cranny, every uneven floorboard and knot in the woodwork could hide a key or a riddle or a puzzle box waiting to be unravelled.  There are a whole host of props and paperwork to engage with and peruse, from your own personal, leather-bound journal (which warrants careful attention!), to letters and guest books and dolls houses and chessboards and paintings, all of which may reveal a delicious sliver of information.  Or you can mingle with the staff and other guests, ask some canny questions, share a joke or a moment of kindness and learn a secret or two about the house and its residents.  Every conversation can unwrap another layer of the narrative and even mealtime encounters might open a new door or two.  And if any of the above sounds just too darn exhausting, then you could, if you wished, retire to the inhouse bar for the entire time and just drink the cocktails while admiring the countryside views.  In short, there is no right or wrong way ‘to do’ The Locksmith’s Dream.  The options are multiple and the opportunities are endless.

It is easy to be bewildered by the complexity of the world created inside Treowen.  There is a lot to get your head around as so much detail has been poured into every angle of the narrative and the puzzling.  To get the most out of it, if you want to be fully immersed and engaged, then taking time to read and digest all the documents and paperwork you are given is key.  I often fail at this in escape rooms when I’m so keen to get on to the puzzles that I ignore the narrative and skim read documents. But everything is so carefully woven together into one cohesive whole in The Locksmith’s Dream that soaking up the detail will pay huge dividends as you explore.

 

 

And when documents and written detail aren’t giving you the answers you need, it is the superb cast who step into the breach.  The actors who flesh out the weird and wonderful staff of Treowen are supreme.  Masters of nonchalant improvisation, the team of performers remain in character from the moment you arrive to the moment you depart.  They seem entirely inbuilt into the fabric of the house and remain unphased by being asked the most obtuse and obscure of questions while they are also trying to pour you a cup of tea or make you a cocktail.  Because these guys really do do everything – carry your bags to your rooms, serve tea and coffee, pour your wine and remember complex, arcane details about ancient rituals and the indepth back stories of the chamber maid.

While Treowen is a stunning, magical location and the narrative world-building complex and rich, it is the actors who make it all so very, seductively, real.  Particular kudos to Emily Carding as the Curator, who was by turns all giddy excitability then heartbreaking loss.  Her mournful breakfast monologue over the fate of a teaspoon was devastating.  While my friend and I failed on so many levels to complete most of the challenges posed by the Locksmith’s Dream our one success was on a task for the Curator and her reaction to our resolution provided one of the most blindingly bonkers but wonderful and warm encounters of the whole weekend.  The cast gathered together for this event is definitely one hell of a Locksmith’s Dream team.

 

 

But What Do I Get?

To book a place in the Locksmith’s Dream you chose one of Treowen’s 11 unique bedrooms, distributed across the top 3 floors of the house, from the smartest on the first floor to the attic spaces on the top floor.  That bedroom comes with an identity – one assigned to you by your occult organisation sponsor – along with a letter from your sponsor and a series of tasks to complete (if you so wish to of course, you could ignore them completely).  You’ll get a small leather bound journal full of information and space for note taking (essential!), masks to wear for the ‘House of the Moon’ event and a pin badge (who doesn’t love a pin badge) identifying your sponsor.  You also get a delicious lunch on arrival, a small but perfectly formed afternoon tea, a seven course fine dining feast in the evening (including wine), a hearty breakfast the following morning and, most extraordinary of all, 24 hours of magical immersive fun.

 

 

The Locksmith’s Dream is a rarefied event – there is a large price tag, but that price envelops so many layers, experiences, details and engagements that just aren’t happening anywhere else in the UK at the moment. Having thrown myself at most immersive events that have taken place in the last ten years, I can honestly say that I’ve never experienced anything like this.  It is impossible to define and impossible to compare to other immersive events, escape rooms, puzzle hunts or similar to match price points.  It’s just not like anything else.

The only niggle I’d have about this whole weekend, is that while the house is historic and fascinating and gorgeous, it is also so old and protected the amenities aren’t luxury in the ‘luxury hotel’ meaning of the word.  Our room in the attic (‘Seraphim’) was lovely with exposed beams and sloping floors but our twin beds were very narrow and our bathroom shared with another bedroom was a tiny cubicle with only just space for a shower and a toilet. It is not something that would put me off returning and it didn’t stop us having huge amounts of fun (especially as we spent very little time in our room) but it is something to be aware of if the price point is above your normal budget so you can manage expectations.

 

A Dream to return to?

The Locksmith’s Dream clearly has a potent pull.  Several other guests who shared our weekend were returning for their second visits and still finding new layers to uncover and puzzles to explore.  The venue is seductive enough to call you back and, especially if you’re a completist, the sense of so much left undiscovered is a powerful draw to consider a return visit.  There are just so many different angles and avenues to take that no-one, not even the speediest of searchers or riddle-solvers, could do everything within one weekend.

The Locksmith’s Dream is unique.  It is special.  It is bewildering and magical and frustrating and exhilarating and sad and hilarious.  It is laden with puzzles.  It is a joy to explore and search.  It is peopled with endearing, multi-layered characters performed by masterclass performers.  It will not be everyone’s cup of tea (no matter how well Hawthorn the butler makes it) but for those who are willing to step outside the tedium of modern life and engage with the mystical and the magical, to suspend disbelief and be fully immersed, it will be an unforgettable, bewildering, intoxicating dream come true.

 

 

The Locksmith’s Dream can be booked by heading directly to their website here.

Our visit included a gifted discount on the full price but that hasn’t influenced the above review.

The Clockwork Door: Alice in Wonderland | Review

Image

… Suddenly you glimpse something white in the distance. It’s the White Rabbit! Wonder where he is heading? You run after him but can’t quite catch up. Quite unexpectedly he disappears behind a door. You can’t sustain your curiosity and crack it open to take a look… You can’t quite make out what’s inside, you take a step forward – the door closes shut right behind your back! You look around and realise that it’s not just a room – it’s Wonderland!

Completion time: DNF
Date played: March 2023
Party size: 2
Difficulty: Hard?

On our recent weekend trip to Dublin one of the only things we booked was called ‘Dublin’s Best Kept Secrets Tour‘. It’s a four or so hour tour, which I highly recommend and happened to end at the escape room, ‘The Clockwork Door’. This was a really lovely and special place, and something I wish existed in more cities – but hold up, we’ll cover more about this at the end!

Before the Dublin trip I had naturally researched escape rooms in Dublin, but the theme of Alice in Wonderland, and the website in general had put me off slightly (as well as the fact we were limited on time, so wanted to prioritise the escape room on a boat). However, after speaking to the owner I found myself convinced to book, due to just how lovely he seemed and his own love of escape rooms. I mean, anyone who has been to Budapest just to play is clearly an enthusiast!

Unfortunately, after playing the experience, I probably should’ve trusted my gut instinct…

Alice in Wonderland: The Set Design

When we entered the room I could immediately tell I had made a mistake. The room visually looked quite tired and rough around the edges. The lighting was dim, the door didn’t close behind us, and we could very loudly hear what was going on in the rest of the place. Not to mention, the objects and decor around the room were fairly damaged too.

I think wear and tear in an escape room is understandable,and not everyone has the space or budget to be truly transformative, but there was something about Alice in Wonderland that felt a little too worn down, and particularly disappointing for the price (which was about £30 per player). To make things even worse, a couple of people actually barged into the room halfway through. We presume they were there to see what work needed doing as they were noting things down, but the whole thing felt quite weird and unprofessional.

Curiouser and Curiouser Puzzles

I was determined to make the most of it (a.k.a I’m too stubborn to admit I had made a mistake), so we persevered. However, it’s clear right from the first puzzle that we were in trouble. We knew what we had to do to ‘decode’ the puzzle, but the ‘solution’ barely made sense. We managed to vaguely figure out what we had to do but in doing so found that this became a common theme throughout the room. The clues barely making sense, the puzzles with no links between them, and little to no logic underpinning the gameplay flow.

Furthermore, hints came via a projector, projecting the necessary clues on the wall. This came unprompted without indication, such as light or sound to draw our attention to the clue, meaning often we just happened to look up and notice some text on the wall without warning. The hints themselves were unhelpful, emphasised by the fact we didn’t complete the room.

A number of times I asked for a specific hint and didn’t receive it – perhaps the pre-written text didn’t have a clue for the particular thing we were asking for a hint on? My partner spent a good 20 minutes trying to solve/decode a puzzle, only to discover (much later) that he didn’t have all the information he needed to do so. In other escape room experiences, we might have expected a hint to redirect attention or push us toward obtaining the correct information. However, instead, we were essentially stuck for a third of our time, becoming more and more frustrated.

They eventually gave us the solution to the puzzle with about 5 minutes left, but with no explanation or hint to what had occurred during the previous puzzle, which would have given us the ‘key’, the remainder of the room was no good. I attempted to rush through the final couple of puzzles, but to no avail.

Post-game Washup

When the Games Master came to tell us the game was over, it was a different member of the team to the one who had started us off – which, we’d love to add had given us quite a good brief. I asked our new team member about a number of the puzzles, but he wasn’t able to give us any answers or explanations. For example, it turns out I had indeed solved the previous puzzle that should’ve given us the ‘key’, but when the numbers didn’t work in any of the lock or for any other puzzle, he wasn’t able to explain why. Without giving spoilers on the particular puzzle – we suspect it was a reset error in the room, essentially a detail not picked up on by the reset team, or whichever Games Master was supervising us wasn’t picked up, and we couldn’t progress.

A single mistake is understandable, but this happened over and over again – another set of numbers deciphered at the beginning, and nowhere to put them, without an explanation from the Games Master. Perhaps they were in puzzles we hadn’t yet reached, but we’ll never know.

We left very frustrated indeed, particularly as there was no one else around we could talk to. We ended up leaving, and rushed off to the airport to fly home. On the way home, I decided to email the owner. I will say now that I am in two minds about how this went.

My initial email was just asking for clarifications over a couple of the puzzles and their solutions, and explaining the GM hadn’t been able to tell us how it was supposed to work. I wasn’t too surprised when the response was essentially that they didn’t give any written solutions, and assured me that the GMs are very knowledgeable about the room and can decide best when to give help. After a little back and forth, the team acknowledged that our Games Master wasn’t actually trained to give post-game debrief, as they weren’t familiar with the puzzles.

Whilst out of fairness, we’re wondering if our experience was down to a bad Games Master, or if there were genuine problems with the room. Here at The Escape Roomer we like to give the benefit of the doubt, and second chances with other rooms where applicable. But after reading a number of other similarly disappointing experiences in very similarly disappointing ways, we wonder if this might instead be a “give a miss”.

The Clockwork Door

Although I had a very dissatisfying experience in this room, I think The Clockwork Door is a really lovely place and definitely worth a visit – though perhaps to try a different room on their list! The venue itself has a video game room with both modern and retro games, a quiet study room, and a ‘main waiting area’, which feels like a large sitting room, full of sofas and board games. They also have a kitchen where you can help yourself to tea, coffee, and biscuits. Despite all, we do recommend visiting the venue – but just avoid Alice in Wonderland.

Accessibility

minor spoilers

The Clockwork Door is up a flight of steep stairs, so it won’t be accessible for anyone with mobility issues.

One person will need to be able to crawl, and there is a colour puzzle not suitable for colourblind players.

 

Alice in Wonderland can be booked on the Clockwork Door website here

Prestige Escape Room: Amnesia | Review

Image

You’ve woken up in an unknown room and you’re locked in. You can’t remember where you are or how you got there. Come to think of it, you can’t even remember your own name. You need to find out your true identify before you can escape.

Date Played: January 2023
Time Taken: 1hr 5 minutes
Number of Players: 4
Difficulty: Medium

Even though the lockdown of 2020 feels like a distant memory, I still enjoy getting together with Al, Ash and our friend Tasha of a weekend to play a few digital escape games. By now, we’ve played most of them. Unfortunately! But sometimes- juuuusttt sometimes, we come across a few, brand new hidden gems. This was exactly what we found when we stumbled across Prestige Escape Rooms – a UK-based escape room company who have used Telescape to digitize their physical escape rooms into point-and-click play at home experiences. Sign me up!

 

Promotional images by Prestige Escape Rooms

 

As with all Telescape games, we purchased our copy of the game online and quickly received a code – this code was then shared between the team, who all signed in and joined on from their personal devices. In Telescape, you can see everyone’s mouse as you click around the screen and move around the room. Pretty cool, and pretty close to being an in an actual escape room too.

So on with the experience, how did it go?

 

Where am I? Who am I?

With Amnesia game starts with you waking up in a mysterious room, with- you’re never gonna guess this– no memory of how you got there or even your own name. You soon discover that the only way out is to figure out your true identity and escape. It’s a classic escape room concept, but Prestige Escape Rooms has done an excellent job of adding their own personal flare to the genre. As you explore the room, you’ll find yourself learning more and more about who you actually are, through a series of cryptic notes you’ve written to yourself before the amnesia. It’s like Memento, but a lot less creepy!

What impressed us the most about “Amnesia” was the quality of the puzzles. It’s an escape room that errs on the side of ‘lock heavy’, but if you’re a regular reader, you’ll know I’m actually quite a fan of more traditional lock-based rooms. The puzzles invariably were centred around us finding a key, or a code – 3 digit, 4 digit, 5 digit, or letter locks. At times, we found a code and had to rush around trying it in multiple locks, but at other times the flow made sense and we knew exactly where to head with our code. On balance, the puzzles were well-designed and diverse, ranging from math challenges to observation puzzles to logic problems. There were also plenty of hidden clues and surprises throughout the room, which kept things interesting and exciting.

 

Promotional images by Prestige Escape Rooms

 

Another thing that really stood out to me about Prestige Escape Rooms was their attention to detail. The Telescape platform they use for their point-and-click games is top-notch, and the game flowed smoothly from start to finish. I really do love seeing whole 360s of rooms converted onto the screen, and they did really well transporting the atmosphere and excitement of their physical space. The inventory system was easy to use, and we appreciated that items we no longer needed were marked as used, so we didn’t waste time trying to use them again.

We finished Amnesia it in just over an hour, which felt like a decent amount of time for the four of us given the puzzles we encountered. I assume that the physical room is a 60 minute room – meaning we went just over time, but thankfully the digital version does not punish you for taking your time. In terms of difficulty, we found it to be just right with a few moments of bafflement, but a clue or two to nudge us in the right direction.

We can’t wait to try out Prestige Escape Room’s physical escape rooms when we have the chance!

 

Amnesia can be played at Prestige Escape Rooms either in person, or online via Telescape.