Diorama Games: The Medusa Report | Review

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Diorama Games: The Medusa Report Review | An American nuclear physicist is found dead in the USSR at the height of the Cold War. What happened, and what does any of it have to do with Abby and her enigmatic father?

 

Number of Players: 1
Time Taken: 1.5 hours
Date Played: April 2023
Difficulty: Medium

 

The prequel to this game, The Vandermist Dossier, is one of those tabletop puzzle games I still talk about. In fact, when I sat down to review this game I noticed The Vandermist Dossier was still one of the six or so pinned games on our homepage, and trust me when I say I only pin games I really, really love.

So I was very unsurprised when I opened up The Medusa Report and immediately fell in love. Then, the game only got better and better as I played it. With each new reveal, each exciting detail, and each twist I thought to myself “Gosh, our industry needs a ‘Game of the Year’ award, so Diorama can win it” and I stand by that.

But I’m getting ahead of myself. What makes The Medusa Report so good? Well, for starters it was a lot of fun to pick up where The Vandermist Dossier left off. There’s something extra satisfying about meeting old characters again for a new adventure. Secondly, The Medusa Report was perfectly signposted. Signposting is a real bugbear of mine, and there’s nothing I like less than not knowing what to do next. Diorama has none of that, it’s clear exactly what to do in a perfectly lore-friendly, non game-breaking way. Each puzzle rolled seamlessly onto the next. Speaking of puzzles, these ones were *chef’s kiss* good. Well balanced, surprising, and delightful. Last but not least, it’s just such a beautiful game. Goddamn beautiful. Let’s dive into all of those points one by one.

 

 

Pick up where you left off…

The Medusa Report is a sequel to the very popular Vandermist Dossier. Like it’s predecessor, The Medusa Report will be available on Kickstarter to begin with, and then will likely be purchasable via their website in a little while. Whilst they’re sequential in ‘story’, I think both are probably fine to play as standalone. There’s a slight cliffhanger at the end of the first one, and the second references the people and places of the first, but otherwise they’re fairly self contained.

That except for the bonus puzzle! Oh yes, if you happen to have a copy of The Vandermist Dossier, you get extra content! Although I don’t want to spoil anything – so I’ll just leave that for you folks to discover yourself. Amusingly, I’d already passed my copy of The Vandermist Dossier to another writer (Rebecca) here at The Escape Roomer. Generally speaking, we like to get as many of us writers across playing a game when we review it. But thankfully, Rebecca lives (thanks to a fortunate move on my part) about a 15 minute walk away!

In terms of that story, in The Medusa Report, we return to the Vandermist family and pick up where we left off with the sister of our main character. Once again we’re rifling through documents and solving puzzles to try to uncover a singular thing: Where is Abigail Vandermist?!

 

 

Part Narrative Journey, Part Puzzle Solving

The Medusa Report is story-heavy, but that doesn’t necessarily mean puzzle-light. It has a good balance between the two. The experience begins when you read an envelope titled “Dear Detective” and then, in a lore-friendly way you’re ‘guided’ through the story through the medium of puzzles.

The game plays out in a linear format – meaning as you solve one puzzle, you’re signposted to the very next puzzle. It might be as obvious as one of the characters directly calling out that item in the dossier, or as subtle as something formatted in a way that looks eerily similar to the format of another item. Both are good and, as mentioned, I really appreciate good signposting. It can make or break a game. The Medusa Report has excellent signposting –  game designers take note!

For folks who wish to go ‘beyond’ the signposted game, there’s additional content in the experience. You begin with one goal: Find Abigail. But there are other goals woven throughout the game. Not to mention the ‘bonus’ meta content. I’m also imagining that since this game is the second in a trilogy, there’ll be even more hidden details which will come back in the third installment – but we shall see!

 

 

In terms of the ‘basic’ puzzles, the ones I encountered were brilliant. I say “I encountered” as even now I look over at my copy of the game and wonder if there’s more to find. Probably there is, but I’ll just have to figure that out myself at a later date. But for the purpose of this review, when I talk about the puzzles I’m talking about the main content of the game. All in, there’s probably around (or just under) 10 puzzles in the experience. Each one took me some 5 – 10 minutes to solve.

If I had to choose, my absolute favourite involved one where I had to return to something I already thought I’d “solved” and look at it again in a brand new way. However – it’s impossible to choose a favourite puzzle in this. They were all so good. I’m not going to say a single word about what the puzzles composed of because it’s best to go into this blind and let the ‘aha’ moments come to you. But just take my word for it when I say they were great. Objectively great puzzles.

 

 

A Visual Journey Through the Past

Last but not least, I want to talk about the aesthetics of The Medusa Report. As with The Vandermist Dossier, the whole thing is set in the world of spies – the CIA, the KGB, and some very interesting content from the USSR. It’s such a rich and fascinating era of history, lovingly recreated in print media. Every item in the case file, minus the fact it smelled so fresh and good (a strange thing to mention but hey!), genuinely felt like it were from the era. The graphic design is second to none, and the quality of the documents is absolutely flawless. It’s the kind of game I want to take everything out from it’s box and put it all in vintage frames and decorate my apartment with. Seriously, that beautiful!

 

 

The Verdict

If you couldn’t tell from the review so far, I loved The Medusa Report. It’s only April, but I’m pretty sure this is going to be one of my favourite games this year, just like The Vandermist Dossier was when I played that one too. With this impressive second game, Diorama Games are quickly cementing themselves as a household name worldwide, and I have no doubt that this game will be a hit in the puzzle community.

For this reason, we’re awarding The Medusa Report with our coveted “Badge of Honour“, which is only given out to games that excel in every category we ‘rate’ based on. I’d recommend this game for just about everyone – but for the best ‘overall’ experience, go back and play The Vandermist Dossier first! In fact, if you haven’t already, that’s the perfect way to spend your time from now until the game’s Kickstarter fulfilment.

Speaking of, The Medusa Report is available soon via Kickstarter here. Later, you’ll be able to purchase The Medusa Report directly from Diorama’s website here.

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

The Locksmith’s Dream | Review

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“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.

Compendium: UI-55 | Review

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Compendium UI-55 Review | A German U-boat named UI-55 was found in the river Thames. Have you and your team got what it takes to sneak aboard and retrieve all of Britain’s wealth before the German soldier’s return?

Date Played: March 2022
Number of Players: 2
Time Taken: ~50 Minutes
Difficulty: Expert!

When we were planning our mini-break to the North we chose Manchester due to the escape rooms. I had heard such fantastic things about UI-55 that it was a bit of a no-brainer. This room has actually won multiple awards, and (spoiler alert) is one of the few rooms I’ve done that I think is well deserving of the hype!

 

All Aboard UI-55!

The premise of UI-55 is that you have discovered a German U-boat, hoarding plenty of British treasure, and you only have an hour to recover as much as possible. The first thing you’ll realise upon ‘boarding’ is just how massive this room is. For context, it fills an entire floor and is apparently the size of two normal escape rooms put together! However, if you’re worried that this looks like a big rectangle, don’t be! It’s very much structured as a submarine, with long corridors and windy passageways to traverse. I loved the general size, and the attention to detail in that every nook and cranny reads as ‘submarine’. I had great fun running up and down, as the puzzles absolutely cover the space, and you will need to get elements from each area to complete some.

The other thing to be aware of is the sheer amount of puzzles, especially given the 60-minute time. In a normal room, you might expect to complete 10-15. Here there are nearly 30 to complete alone, which each give you a task to complete and then a key to use to retrieve some loot (depending how quickly you locate the right locker). Luckily, you don’t need to complete all of the puzzles – from memory, you only need to complete 21 within the time, with a very clear (and very fun) indication of when you should really move into the final phase of the room (the loot grabbing).

 

Baffles

As you might expect in a room with such a large variety of puzzles, they are all completely different with a fantastic variety. If one puzzle isn’t your forte (*side eyes the dexterity puzzle*) that’s ok! There is always another puzzle to do instead. Some of these puzzles are available upfront, some require you to complete others to gain the materials you need. It’s fairly obvious which bits go with which puzzles, and what you need to do. There are also clues scattered all over the place in the decor, and even some answers which are available to you right from the start! Completing a puzzle gives you a code, which you use to get some tokens, which are then used to gain keys, which are then used to unlock lockers. Luckily, as a duo the ‘gaining keys’ stage can be skipped, as I can see that this would take quite a bit of time, and personally, I feel is a step too far for any team.

I can only remember what a few of the puzzles were in the game, as I was very much running around like a headless chicken, completing one puzzle and then moving on, but I know I’d love to redo the room just to have the same experience again! I also know I only saw around half the puzzles, with my mum clearing half the sub by herself and me clearing the other half. If you or your teammates are the sorts of people who want to know what everyone has done so far or how they’ve reached their conclusions…this is not the room for you. We had to trust that we each had a grip on what we were doing and that we would call for help if needed, or if there was a puzzle we couldn’t figure out. Even when it came to the co-op puzzles we were so aware of the time we just trusted each other’s instincts, and if we ever found objects we weren’t sure of we checked in with each other to see if they had an idea. Honestly, it’s probably the best teamwork we’ve ever had as we didn’t have time to argue!

Normally I would talk about flow, but honestly here there is so much to do in so little time we were never stuck, bored or frustrated. The team are so slick with their clues too – they know exactly when to give us a nudge, what sort of nudge we needed and clearly could tell what we were each working on.

This room is also an example of my favourite type of room – the type where you don’t need to 100% complete it, but if you have the time and skill you can. This meant we were determined to grab all the loot, so really pushed the time at the end to get all the lockers unlocked and money in the bags.

I could go on and on about this room, but it’s honestly the best room I’ve ever played, and I could easily go and replay it (especially as I know there are a lot of puzzles I didn’t even see the first time!).

Accessibility (spoilers!)

As I mentioned in my previous review for the other Compendium rooms, there are some steep stairs to reach the room. However, there are chairs to sit on inside the room itself. It’s a bit dim in places, with lots of reading and colour requirements. There are a couple of puzzles requiring hearing, and some requiring dexterity. No crawling in this one though! You should also be fine if you’re concerned about claustrophobia, as although this was set on a submarine it was actually pretty spacious.

The Verdict

This is a short review because the verdict is simple. This is a must-play room, and we are awarding it our highest award; The Badge of Honour.

I’ve played many of the top rooms in the TERPECA and ‘Escape the review’ lists, but this is hands down my favourite. It’s going to be a long time before this gets knocked out of number one for me!

UI-55 can be booked by heading to Compendium’s website here.

Phantom Peak | Review

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WELCOME TO PHANTOM PEAK

Welcome to Phantom Peak, known far and wide as the Venice of the West! In this fully-realised steampunk mining town, nothing is what it seems… What is hiding in the vestiges of the mines? What does the charismatic founder of corporate JONACO really seek in this sleepy town? Was the Blimp Crash really just an accident? Dine, shop, play games, go sightseeing, collect clues… explore the town and uncover its mysteries at your own pace for up to five hours in an immersive open-world adventure the likes of which you’ve never seen before!

Time spent: 5 hours
Date Visited:
August 2022
Party Size:
4
Mysteries solved:
7

First of all, an important note! I am not an immersive theatre fan. I have only been to one other Immersive Theatre show in London, and in general, I tend to steer away from anything immersive – I even hate live actors in escape rooms! Therefore this review is from my perspective, as a lover of escape rooms and mysteries, rather than immersive theatre. Keep an eye on our site though, as we will be sure to update this with the review from our resident immersive theatre lovers once they have had a chance to visit!

If you’ve become immersed in the Escape Room Industry at all you’ve probably heard the name “Nick Moran” crop up a few times. Nick is the genius behind “Sherlock: The game is now”, Hackers’ new rooms, and “Spectre & Vox”. Now he joins the creative team behind “Phantom Peak”, so we knew this was easily going to be one of the most mysterious immersive experiences in London, hopefully with the emphasis placed on the mysteries rather than the immersion!

So what is Phantom Peak? Phantom Peak is a cowboy / steampunk town that has recently opened in East London. On one hand, you can go and enjoy the food, drinks and various games around town. However, for the more curious amongst us, there are (currently) 16 different mysteries occurring in this small town, with many more set to come as the town expands in the future.

 

Entering Phantom Peak

 

 

The first thing to acknowledge is that, from the outside, Phantom Peak doesn’t look like much. Based a short walk from Canada Water station we found ourselves in a rather dusty car park, looking at a wooden fence. However, just before our entry time (11am) a couple of “townspeople” came out (including Nick himself) to give a bit more of an explanation of what to expect inside the town, and get us set up on our phones (which are crucial for this). We then answered a few questions to get our first trail assigned, and we were ready!

Unfortunately, rather than the nice, large double doors you see here, we were let in the smaller side door, which meant there was a bit of a backlog going in. However, once we were in our expectations were definitely met – we were presented with a real life “boardwalk” from the Wild West, leading to a lake, and even a cave. The set design is beautiful and fully realized, with no half-finished sets or rough finishes. There are so many big and small features of the town, it’s so worth just taking some time to look around. The attention to detail is fantastic, and due to the number of mysteries, you never know if or when something will be relevant! It lead to quite a few fun moments when we finally realised what a certain poster was alluding to, or immediately knew where to go next because we’d noticed something previously. The costumes that the cast were wearing were so beautiful without being over the top, and I also loved that a lot of the guests had also committed to the Wild West steampunk vibe – I’ll definitely need to make more effort next time!

 

Starting off on the right foot

 

 

As mentioned, a lot of Phantom Peak relies on following a mystery on your phone. You answer a few questions, get given the name of your trail, your initial story point, and a place to start and you’re off! These trails make use of the whole of the town, moving back and forth and venturing into a variety of locals. Luckily the people of the town tend to stick to their zones (whether that’s propping up the bar, running their store, or canvassing for votes), so once you know who’s who it’s easy to find them.

To unravel the mystery you will need to talk to a range of characters, utilise the various machines around town, and even do a bit of subtle sleuthing. I also want to give a shout out the gender neutrality of the names – the logical side of me knows this is so that actors can be switched in and out for the same character (which also shows how talented these actors are), but the liberal side of me is excited that at no point do you know whether the character you’re searching for is a man or woman, and even the titles are all gender neutral (‘post-person’, ‘supervisor’).

At one point I was scolded by the Saloon owner for saying I loved a ‘lady boss’, and she quite rightly told me it was just ‘boss’, no need to qualify it or bring gender into it! It was points like this that shows how brilliant the actors were – I really enjoyed talking to them, having fun with them, and have proper conversations with them that made it clear they weren’t just following a script. This aspect made them really feel like fully rounded characters.

It would’ve been nice if things you discovered in one trail (or ways you interacted) carried throughout the day, as at points we finish one trail and discover some sort of big twist, but 5 minutes later we’d talk to the same character and it would be as if it never happened. However, with such a large crowd I understand why this may have been a little challenging.

However we did find the phone aspect a little too hand-holdy in parts, particularly where the casts and clues were giving us some clear directions to follow, only to realise we had a few more questions to answer in the phone before we got to that point. However, it was also a nice safety net so we weren’t totally in the dark at any point, and the townsfolk were all very knowledgeable and ready to lend a clue if needed.

 

The Puzzle Posse

At this point, I need to talk about the mysteries themselves, because oh my word they were so much fun! If you are thinking the mysteries will just be about missing hats and rogue bandits you’re so wrong (mostly), and even the ones that started quite meekly had an interesting twist. There’s also one facet of every story that will appear quite quickly, and I absolutely loved this part of the town lore. I don’t want to ruin the surprise, but let’s just say the town has a clear mascot, which I adored and found so creative. The way it features in each story and throughout the town was so much fun and so creative.

The mysteries themselves weren’t that hard – for the most part, they involved talking to a townsperson, using one of the machines to find some information, or finding a hidden clue on a poster or in a certain location (which we were mostly guided towards). I would say don’t come into this expecting complex puzzles and the need to be Sherlock Holmes, but that’s ok! It wasn’t until we were discussing our experience for this review that we realised we didn’t really ‘solve’ all that much, but somehow we hadn’t noticed at the time because we were having so much fun. The story building was also thorough and immersive – we always knew why we were going somewhere, and what we were meant to be doing next.

In the end, we managed 7 trails, out of a possible 16 (so far). I’m not sure how you’d get over 8 (due to the nature of the questions), but apparently, I’m metagaming here, as I know some people managed 11 during the 5-hour slot! This included taking plenty of breaks for delicious food, necessary water, and of course a romantic (?) boat ride. You receive a souvenir at the end of each trail, but other than being a keepsake these didn’t appear to have been used for anything. I’d love to see these used for something in the future, or even have some form of souvenir ‘guidebook’ you could purchase to store them in (and therefore see all the uncompleted trails you have yet to do!). I’d also love some sort of specific souvenir to display on your person (such as a badge) so that as you wander around you can see what other people have done, and it might also give the characters more material to play with.

In terms of the machines, they were all fun and easy to use, but by the 3rd or 4th time using them the shine wore off a little. I think this could easily be solved by just not saying which machine needed to be used – we became familiar with what number of letters/numbers led to each machine fairly quickly, and then that would have added a small amount of puzzle solving to the puzzle instead. Either that or potentially making them a little more complex to use. In fact, it might have been nice to have some more complex trails to do – we did one that could potentially be called ‘adult’, but I think it would’ve been easy enough to tone down the content for a family.

Mystery trails aside, there was clearly a larger mystery at work in the town. We worked out enough (from the wider lore and stories) that something was a miss, but never worked out the overall mystery or how to solve it. I absolutely love this. There’s clearly a lot of wider lore that is dropped into each mystery if you pay attention, and many conversations to have. I’m not sure if there’s much ‘hidden’ around the town that wasn’t part of one of the 16 trails, but then again I wasn’t looking for anything in particular.

 

Rooting and Tooting

 

Of course, there is plenty more to do here when you want a break from a puzzle (especially as the time slots are 5 hours). There are 3 food stores (4 including Gelato) as well as a couple of bars. We tried the burgers, chips, and tacos and they were all absolutely delicious. I also have a ‘beer float’ from the Gelato stand, which was perfect on such a hot day.

 

 

As well as food and drink, there’s also a variety of fun carnival games, which are harder than they look, and you’ll need to beat 3 of them to become a real citizen of the town. Unfortunately, I only managed to earn one rosette, so I have no clue what happens when you have all three!

There are also a couple of events that only happen at a certain time, likely to give everyone a chance to explore the town a bit more first. I only took advantage of one of these, but will be sure to do the other next time! You can also browse the variety of shops for your variety of needs (and walk away with some nice souvenirs). The town itself was also completely accessible – everywhere was flat, which ramps up and down where necessary. We didn’t use any stairs and believe all the doorways were wide enough for a wheelchair. We were there for 5 hours, which was actually the perfect amount of time. I was personally getting a bit frustrated by my non-enthusiast friends who were taking lots of breaks, and definitely flagging by the end, but I admit I probably wouldn’t have wanted to stay much longer.

 

This town ain’t big enough…

I absolutely loved our time, and I will absolutely be returning, but there were definitely a few niggles here and there which will hopefully be ironed out as the experience expands. For a start, we heavily relied on my phone, which meant the battery ran down quickly. Luckily I had packed a portable charger, but even then I was down to 30% when we left. For such a phone-heavy experience, I was surprised by the lack of charging stations in the town – I can imagine some rentable power packs would be a big hit here!

The walkways are also quite narrow, so we often found ourselves walking slow behind a queue of people, or waiting a while to get into a shop. This died down at certain points throughout the day (down to events, food breaks, or just people leaving), but it was definitely a bit harder at the start. Staggered start times would solve this, but then of course it would be hard to monitor when people’s 5 hours were up. In a similar vein, there were times we were essentially following another couple doing the same trail, either waiting for them to finish their conversation with a character so we could have the same one, or just listening in. Sometimes this was fine, due to the occasional puzzle that needed some time to solve, but otherwise, we got into the groove of using those moments to grab another drink rather than following on their tail. I’m not sure what the plan is for the expansion, but I’d love to see some bigger areas, perhaps with new characters to talk to and new machines to use!

 

What’s the verdict?

 

 

This is hands down my favourite experience I’ve done in London. I’d even go so far as to say I’d rather come back here than go to another London escape room. At less than £40 for a ticket, which covers 5 hours, it’s a real steal on price too!

You can be as immersed as you want to, but the characters don’t necessarily approach you or force you to put on an accent if you don’t want to, which was great for my friends who were less sold on this aspect. The mysteries were just really fun stories, and although the puzzles weren’t that complex I don’t think you’d be disappointed because so much else is going on.

I will be recommending this to anyone and everyone, and cannot wait to return to Phantom Peak.

Tickets for Phantom Peak can be booked on their website

Escape Quest: Chapelgate Mysteries: Mr Copplestone’s Curiosity Shoppe | Review

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Rating: Just….wow!
Completion Time: 53 minutes
Date Played: 13th March 2022
Party Size: 4
Recommended For: People of all abilities who want to have a brilliantly satisfying hour of fun!

 

New building, who dis?

At Escaping the Closet we have been fond fans of Escape Quest Macclesfield for a long time, and having completed all of the rooms they had to offer pre-pandemic, we were so excited to hear that they had new stuff in store for 2021, as we weren’t sure what could top what we had already played! They reopened in October 2021 with their shiny new building and their shiny new unique concept- The Chapelgate Mysteries; a series of games set across different periods of time but all taking place in the Chapelgate district. We were delighted with this idea and so excited to finally be able to plan a return to Escape Quest. The first of the Chapelgate Mysteries quests to open is Mr Copplestone’s Curiosity Shoppe, a familiar name as we had already played this game at their previous premises…. However, FEAR NOT, as although the OG Curiosity Shoppe was brilliant, the new, improved version was 99% new. Trust us when we say, it does NOT matter if you have played the previous version of the game, you will be sure to have to use your head (all the while being WOWED) throughout the game!

 

It’s bigger on the inside!

Upon arriving at Escape Quest, Elaine (side note, the friendliest GM ever) advised us of our mission. Turns out Mr Copplestone was a bit of a genius and actually managed to invent time travel. Unfortunately, in the present day, he’s down to his last Time Echo Crystal (‘what’s one of those?’ I hear you say. They’re what power the time machine, of course, what else?!), but there are Time Echo Crystals a-plenty back in his shop in1873. But, time travel being one of those risky businesses, with the portal only holding itself open for an hour, we were charged with being the ones to head back there and try to gather as many of the Time Echo Crystals as poss. Easy, right?! Well, not when you aren’t sure just how many of them forgetful Mr Copplestone has left behind! Well, at least 8 are required to successfully make it back to present day, so that is the minimum goal, but there could be MANY MANY MORE (spoiler, there are MANY)!

Of course, us being very much up to the challenge, we hopped into the time machine, listened carefully to Mr Copplestone’s advice and jet-set ourselves all the way back from 2022 to 1873 (tbf it was a welcome change to leave 2022). And then there we were on Chapel Street and our jaws literally hit the floor because we LITERALLY were on Chapel Street, home to taverns, pharmacies and of course the target location, Mr Copplestone’s Curiosity Shoppe. We spent time peering in the shop windows (until we managed to get ourselves in at least), reading the signs and posters displayed on the street and searching high and low for those pesky Time Echo Crystals! There was so much to take in and oh so much to do, we felt like we were in a literal escape roomer’s heaven! The space is vast and yet there is such close attention to detail- everything is there for a reason whether that is for a puzzle itself, or the immersion of the quest, we were astounded by the thought that has gone into every inch of it!

 

Teamwork makes the dream work

It seems we managed to bring the dream team along, with Tasha and Lucy as honorary Escaping the Closet members, as we fell straight into a rhythm of exploring Chapel Street and solving the mysteries it contained. Of course, with so much space to explore and so many potential Time Echo Crystals to find, this is as you would expect, a non-linear game. We split up to make our way around, often switching up the pairings for a fresh set of eyes on a puzzle.

The room integrates the time machine (dutifully holding open the portal for us) with Chapel Street brilliantly, and we did many a dash between a Victorian era shop and the time machine for important Time Echo Crystal related business. We enjoyed this and felt it really added to the fun of the game as it gave a real sense of urgency and accomplishment as we made progress on our mission.

The puzzles are cleverly put together, and solving each one was satisfying. Every time, the solution just made sense (and the importance of that in escape rooms cannot be understated- there’s nothing worse than still not quite getting it, even after you’ve managed to solve something) However, on the contrary, there’s nothing more satisfying than that A-HA moment when you finally work a solution out as all of the parts fall into place, and that happened so. many. times. in Mr Copplestone’s! Multi-layered puzzles, where you have *that* additional step to reach the solution when you find the first attempt was good but not right, observational puzzles, logical puzzles, code-based puzzles, riddles…. the list goes on. And on. AND ON! There really is something for everyone in there, and that meant we as a team often circled round a puzzle, each taking a turn at looking at it and piecing our different perspectives together until… that magic CLICK when the penny dropped and we got it.

As we mentioned, the puzzles make sense, and we had no trouble working out which clues we should be using together for the most part. But if clues are needed, a brilliant AI based inside the time machine is always on hand to give a nudge in the right direction.

 

Something for everyone

As well as having lots of different types of puzzles, Escape Quest have done something brilliant with the mission in Mr Copplestone’s Curiosity Shoppe, as it has been created as a game which is truly for all abilities. We kind of alluded to this earlier when mentioning that the minimum requirement to successfully complete the game is to retrieve 8 Time Echo Crystals. However, if you’ve managed this and have time to spare, you can collect as many of the crystals as you can (allowing for more trips through time, and who doesn’t want that?!). We understand that the average team will collect a number of crystals somewhere in the teens, but this offers the opportunity for success for the more inexperienced teams, families with young children and party groups, while seasoned experts can challenge themselves to try and find all the possible Time Echo Crystals.

Now, it’s actually classified how many Time Echo Crystals there actually are back in 1873, but we were determined to try our best to find them all, and we impressed ourselves (and Elaine and Mike) by managing to get ALL [CLASSIFIED] Time Echo Crystals with time to spare- for once searching was not our downfall!! Apparently only a few teams have managed to find all of the Time Echo Crystals, and even fewer with so much time left- apparently we came very close to Team Squared (the UK’s RedBull escape room team), so we were very pleased with our effort! 

Escaping the Closet being extremely proud of their success with finding the Time Echo Crystals

The Verdict

Elaine and Mike have outdone themselves with their first quest in the Chapelgate Mysteries and we are already so excited for what’s in store in the next chapter (which we believe is travelling to an early C20th Chapel Street, although what mission awaits us there we are not so sure…). It’s safe to say we will be booking back in for the next mission as soon as it is available!

Mike and Elaine have thought about absolutely EVERYTHING in the room, and the attention to detail is impressive. The immersion has been created to the finest level, and we are still so amazed that they have created a full street and can’t wait to visit it through time! To top it all off, they are the most lovely, welcoming hosts, and you can absolutely see their passion and love of what they do in every aspect! We are very much looking forward to returning to visit them again.

The puzzles are brilliant and varied; the space is visually stunning; we had one of the most fun escape experiences we have ever had with this room; Mike and  Elaine have created a super original; innovative concept with this room; the game is exceptionally immersive and we can’t think of another room quite like it! As they are outstanding in every category for which we award, we have decided to award Mr Copplestone’s Curiosity Shoppe a Badge of Honour, our highest award, which we think is incredibly well deserved for the hard work and love Mike and Elaine put into their rooms.

 

The Chapelgate Mysteries can be booked here.

Meridian Adventure Co.: The Traveler’s Guide to Little Sodaburg | Review

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The Traveler’s Guide to Little Sodaburg Review | In the unlikely event something goes awry, you’d probably be embroiled in a comedy conspiracy across the town and its websites, cooperating with your group in live games, puzzles, and challenges and maybe even saving the world.

Date Played: 9th September 2021
Number of Players: 3
Difficulty: Easy
Time Taken: 1hr 30min

On a quiet, rainy Thursday evening here in the UK our team (consisting of Alice, Nick and Mairi) all logged in to our virtual tour of the small town of Little Sodaburg. Little Sodaburg is a relaxed seaside town, home to a beautiful castle ruin, a great river, and the factory of the universe’s most popular soda drink (that’s fizzy pop to us Brits).

In this self-described Choose-Your-Own-Advent-Tour, we could explore any part of the town we wanted, hosted by our enigmatic Sodaburg tour guide (Jessica Lachenal). So off we ventured, fully expecting to enjoy a fun hour long walk around the town then return home in time for tea. What could possibly go wrong?

The Traveler’s Guide to Little Sodaburg

Little Sodaburg was founded in the late 1300s and prides itself in it’s town slogan of “The Town With the Effervescent Essence“. This reputation comes from the largest employer in the area: Wahoo Fizz! The factory sits proudly in the North East of the town, truly putting this whole area on the map! Folks just can’t get enough of Wahoo Fizz!

Little Sodaburg also famous for having a very small, cute and fluffy dog mayor, who got to wave at on our tour!

Hello there Little Arfarf! 👋

But hold on a moment. I hear you asking:

This isn’t actually just a tour of the town, right?!

No! This is a brand new at-home escape room experience from the geniuses at Meridian Adventure Co.

Time Travel is Fishy Business

Your true goal in The Traveler’s Guide to Little Sodaburg is to uncover a terrible secret about the town and if you can, reverse it and save the world. To help you, you have the power of time travel. Sounds strange. Bare with me on this one.

What begins as a lovely tour around a peaceful town quickly devolves into a web of fishy conspiracy spanning hundreds and thousands of years. We found ourselves plunged into an immersive, theatrical experience like no other! We raced through history to find clues and other details on a series of detailed web pages and interactive online elements, all whilst chatting to a cast of quirky characters including a cleaning robot and some fishy world leaders.

Beyond this, the less said about The Traveler’s Guide to Little Sodaburg the better. The experience is utterly wacky! We had no idea what to expect going in, and at every moment in the story no idea what could possibly happen next. To an extent… Whatever would happen next was up to us! It’s a Choose-Your-Own-Advent-Tour, remember!

On the one hand, for sure it’s a linear story with a neat beginning, middle and end. But considering, it felt very unscripted. If we’d suddenly done something unexpected, Sodaburg would have adapted around us. Perhaps its one of the best examples of interactive fiction (or at least, simulated so) in the at-home escape room industry today!

GIF (c) Meridian Adventure Co

Getting Around Little Sodaburg

Let’s talk about the technology for a moment. To create this whirlwind adventure, Meridian Adventure Co have built a browser based digital interface and wow – it’s robust! The game offers inbuilt video chat, and each activity automatically adjusts to support the number of players (2-6, in case you were wondering).

There are a number of components to the gameplay. As well as your video chat, players have multiple text inputs, and the game provides a series of links all players must visit. At first I assumed these were just static links we all had to look at separately. However, as the game progresses it becomes apparent that these links we’re given are completely collaborative!

The whole feeling of the game, with it’s choose-your-own direction, interactive elements, and unique web pages had the feeling of an adventure played out on Roll20. There were realtime maps with characters moving around the screen, and clickable interfaces that sent items and keywords to one another via otherwise regular looking websites. The cherry on top? This game involves Time Travel. Revisiting a website which I’d assumed we didn’t even need anymore reverted it to a different era version of the site. What a fun Easter Egg!

For sure, if I’m putting my cynical hat on for a second, this is a Games Mastered game. There’s probably a little bit of smoke and magic going on behind the scenes that us players don’t see. But this experience was nothing if not utterly immersive and delightful at every turn.

Puzzler’s Guide to Little Sodaburg

In terms of puzzles and difficulty, we found The Traveler’s Guide to Little Sodaburg on the easier side. This works perfectly for a game like this however, giving players time to easily move through puzzle-roadblocks and get into the brilliant narrative and gameplay. In short, the puzzles serve the gameplay and are at a level accessible to all rather than being difficult for difficult’s sake.

Typically in our review we’d give a couple of notes about what sort of puzzles to expect, so you know to look out for in case of accessibility. But again, to admit any of the puzzles here would be spoiling the fun. So we’ll say this: expect to work together in your team. Expect to hack and dig through the internet. Expect interactivity at all times. But most importantly expect to really enjoy yourself.

The Verdict


The Traveler’s Guide to Little Sodaburg is easily one of the best games we’ve played. Period.

It’s hard to still be impressed this far into lockdown, hundreds of ‘at home escape games’ later… And yet every single element of Little Sodaburg was delightful and innovative. It’s funny, it’s light-hearted, and it’s packed with hidden details. There’s also a strong element of self awareness. For all the fun in the game, it leaves you with an important message about the global climate crisis too.

If you only play one more at home game ever again in your whole life, make sure it’s The Traveller’s Guide to Little Sodaburg.

Thanks for reading our The Traveler’s Guide to Little Sodaburg review.
The game can be booked directly on their website here.

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