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).
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!).
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.
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!
The Gunpowder Plot Immersive Review | London, 1605. A city divided. The fuse of rebellion is lit. The peace of the nation balances on a knife edge… Step into a world where spies and informants hide in every shadow. Your mission is to go undercover and unmask the mysterious figures behind history’s most infamous plot. But when you’re surrounded by ‘traitors’ who can you trust?
Date Visited: 17th July 2022 Number of Players: 3 Time Taken: ~120 Minutes
Remember, remember the 5th of November… Gunpowder, Treason and Plot! For I see no reason why Gunpowder Treason should ever be forgot.
The Gunpowder Plot Immersive is London’s newest immersive experience created by the award winning team behind War of the Worlds Immersive, and located in the iconic Tower of London vaults. From the very moment the experience was announced months ago, we were very excited. Layered Reality have built up an excellent reputation of blending immersive theatre, actors, jaw-dropping set design, all to tell brilliant stories.
As such, it’s not really your ‘typical’ escape room experience, but since most of us are big fans of the immersive, anything with Layered Reality’s name stamped on it is well worth checking out. Layered Reality experiences differ from other immersive theatre as your experience is guided by a series of actors around an environment and the story plays out around you as mostly-passive viewers. But unlike regular theatre, you’re thoroughly in the thick of it. Take care to notice all the little details and interact wherever you can. You won’t regret it.
But how did their newest immersive experience, Gunpowder Plot fare? In this joint review between Georgie, Mairi and Karen we’ll pick apart what worked, and what might not have worked so well, and who we recommend this for.
Let’s Dive into the Past…
Mairi: If in doubt where Gunpowder Immersive is located, look out for the enormous Tower of London. Yep, that one! This experience is located quite literally underneath, and accessible via a well-signed doorway near the All Hallows by the Tower church. It’s conveniently located right near a train station, many bus stops, and plenty of other iconic tourist attractions, cementing itself squarely on the “must see” list if you’re a tourist visiting London who also wants to sample some of the local history.
Georgie: From the moment we walked in, Gunpowder Plot felt immersive – we made our way down some stairs into the start of the vaults, where we were offered lockers and guided to the dungeon-esque themed bar. Once our group was called we were led to the ‘briefing room’, which is where the experience begins. Our host launched into a partially themed- partially factual briefing about who we were, where we were, and what to expect. She did a fantastic job of separating the initial, ‘admin’ information from the more dramatic introduction. This introduction really set the scene for the experience to come, and even as someone who knows the history fairly well, I learned some new facts about the context of the plot, and some of the reasoning behind it.
Georgie: We were then guided through the experience by ‘the wick of rebellion’, which is in fact a firey-themed light that surrounds the doors to move through. Helpful to know where to go and this fitted really well with the theme in the dimly lit corridors!
From the first room, it is obvious what is meant by ‘immersive theatre’ – we found ourselves in the cells of the tower, meeting a prisoner and hearing his tale. He told his story through words, action, and the environment. Although you are not expected to be particularly active (which suited me well) and were largely there to observe.
This first room did an excellent job of laying out the story, why we were there and giving us a taste of how the rest of the experience would pan out. It was also a great introduction to the live actors, who were superb throughout. I will also say that despite all the many warnings we read in the waiver, there were no jump scares or unnecessary scare tactics, which I greatly appreciated!
Mairi: And what a story it is too! As we explored each environment in a larger group of around 12-20 people, the story of the Gunpowder Plot diverged a little from what I had expected, with brilliant consequences. We won’t go too much into the actual tale since there’s an element of choose-your-own adventure and some delightful moments of surprise, but we really enjoyed the story aspect of the experience. Characters flitted in and out of the experience and much later we’d be reunited by characters we thought we’d abandoned earlier.
…The 5th of November
Georgie: Throughout the experience the low lighting, small spaces and eerie soundtrack keep the sense of atmosphere and immersion. The actors did a great job of flawlessly handing over the narrative to subsequent characters, keeping the story moving and never leaving us alone for too long. The story was really engaging and fascinating as it developed, and they did a fantastic job of showing both sides of the story (and their rationale). The location itself is huge, with seemingly endless corridors and vaults to move through, with authentic sets and surprises round every corner.
Mairi: If the experience sounds large, I’d add that it is well paced! With a bar at the start, the end, and one right in the middle, the whole experience is broken up into ‘bitesized’ chunks. In particular, I loved the middle ‘rest’ area, a much needed break. Players were sorted into various tables made up of your own friends and family, and total strangers. We quickly realised there was no such thing as a stranger in this experience however, as we all jumped right into conversation, speculating about what would happen next and what had already been. With a plot this thick with backstabbing an intrigue, there’s a lot to mull over a pint (or two, if you have the time).
The Past meets The Future
Georgie: One of the features that sets this experience aside from others is the use of Virtual Reality (VR) technology. At 3 separate points we were asked to put on a VR headset to experience a facet of the story which would be hard to create otherwise, removing the headset to find the room somehow transformed or a new actor appeared. I have previously felt motion sick when using VR, but fortunately didn’t feel anything like that here, so I was able to full enjoy the experience.
The first two Virtual Reality segments are accompanied by a moving element, and again there were no fake scares, just excitement. The final experience allowed us to free roam a little more, although this wasn’t made clear so anyone not familiar with VR may not have known to do this. The VTs also featured an amazing performance by Tom Felton, who has proved what an incredible actor he was. In reality, and in the virtual space!
Mairi: Agree! Virtual Reality is something Layered Reality does really well! Unlike War of the Worlds Immersive however, I found there to be slightly more VR. Where Layered Reality’s first experience often creates more physical sets, like slides, or moments where you have to jump, due to the physical limitations of it’s location, Gunpowder Plot leans more into the VR. No bad thing – just a consideration! If any player struggles with VR, they can bypass these sections quite easily.
Finishing the Tale
Georgie: Just to jump back to the story, we’re going to attempt to talk about the ending without giving away too many spoilers, although given this story is over 400 years old I think you probably know what happens. The final room features the peak of the drama, followed by the final dramatic VR. From here we were guided to the exit, with a really excellent video explaining the factual and fictional aspects of the experience. I really enjoyed this little wrap up, and nod to the story.
Again, they did a great job of highlighting the contrasting moralities and beliefs at play, whilst mainting the elements of mystery we still don’t know about. There is a classic photo opportunity too, although this will cost you a little extra.
Mairi: One thing players may not be expecting however is that you are given a choice at one point in the game. I’m unsure how much this choice actually affects the ending – probably not at all since, well, we all know what happens. But convincing the rest of your team to make the ‘right’ choice will certainly ease your conscience, so you can emerge back into real life afterwards knowing that you did all you could.
“Poor old England to Overthrow”
Georgie: I had a great time, but there were a few small parts I didn’t like as much, which it’s worth being aware of ahead of time.
Firstly, there was little in the way of interaction – most of the time a character might ask you a simple yes or no question, or tell you something which you also immediately tell another character. It felt more like watching an (admittedly amazing) play than taking part ourselves. Where there was a decision, it definitely wasn’t unanimous and I think the cast could have done a better job of ensuring this was (something like raising hands, giving our group of strangers more than a minute to decide, or even just realising the signs for it not being unanimous). Even then, as Mairi mentions, I’m not convinced the decision had any bearing on the experience other than maybe a line or two spoken by an actor.
Mairi: Also, since this is The Escape Roomer, we have to mention the puzzles. There was also only one ‘puzzle’ in the whole experience so don’t go into this thinking it’ll be puzzly! Although, to be fair, that is one more puzzle than you’ll get in The War of the Worlds. For me, The War of the Worlds still takes the cake as my absolute favourite immersive experience in London, but Layered Reality have taken the same formula and done something slightly different to a different effect here.
Georgie: In terms of the VR, there could’ve been a bit more of a briefing about how to use it. For example, in the last area, you could move around – but none of us knew this fact and stayed rooted to the spot, potentially missing a part of the action.
Finally, Tom Felton’s performance was amazing, but all virtual. This wasn’t exactly surprising, knowing he’s currently appearing in a different play in the West End, but as he played such a key character it obviously presented a conundrum. Rather than subbing in a different actor and asking us to suspend our belief, we are instead presented with someone covering their face and using a speaker to broadcast Felton’s voice. Unfortunately, the effect was more of a robotic-cowboy-scarecrow rather than a heroic-villainous character, and it could have been handled better. It also got in the way of the final scene a little, which already felt fairly chaotic without this.
A Note on Accessibility
Mairi: If anyone has any hesitation on accessibility, Layered Reality have produced a full access guide here. Whilst the base experience doesn’t feel like it would be accessible to folks in a wheelchair for example, it’s worth noting they do offer special performances which are geared towards accessibility, such as the wheelchair performance. For any other requirements, they encourage players to reach out to them directly.
Mairi: There are a lot of stairs and small spaces to fit into, so a reasonable level of physicality is necessary. Most of the experience is dimly lit, with an atmospheric sound track. Most of the actors project well, although I admit I, as someone with hearing impairments, missed a few things I wouldn’t say this was necessarily essential. Given it was an extremely hot day, the rooms were nice and cool.
Mairi: Gunpowder Plot Immersive is a really unique experience. For me, it’s impossible not to compare it to The War of the Worlds which, I’ve said before and I’ll say again, is my favourite immersive experience in London. By contrast, Gunpowder Plot has a more mass-market appeal. From tourists wondering what Guy Fawkes night is all about, to locals who want to be immersed in history in an iconic building. It’s target audience is clear. Whilst that target audience might not necessarily be the overlap between escape room enthusiasts, I personally had a great time!
Georgie: Once I realized there would be no jump scares or unnecessary scares I was able to relax and enjoy myself. I had a really fun time – it was very immersive, did a fantastic job of bringing the characters and story to life, and was a very pleasant way to spend some time in a historic location. I’m not sure I would’ve felt the same had I paid the full price (around £70 per ticket), but then again I’m not sure what the average immersive theatre ticket goes for in London, and I imagine I enjoyed this more than I would enjoy them!
House of the Dragon Review | An aging Japanese carpenter felt abandoned by his son who had left home and started a family of his own. But when a dragon came to the carpenter in his dreams and told him he still had time to bond with the grandchildren he’d never seen, the carpenter designed and built a wooden toy. The toy was a puzzle box that children alone couldn’t open so children, parents and grandparents worked together to solve the mystery of the ‘House of the Dragon’.
Date played: May 2022 Time taken: 60-90 mins Number of players: 1 Difficulty: Medium
Puzzle Box Joy
First up, I love wooden puzzle boxes. They are beautiful little works of art. I had a money box as a kid that was a simplified puzzle box with panels that you had to slide around to find a hidden drawer with a key, then do some more sliding to find the keyhole. I loved it, even when I’d done that sliding so many times it was no longer a puzzle. I guess that was when the ER bug first bit, even though there was no such thing as ERs at the time. It also explains the little jolt of joy I get in ERs like those by ‘Escape Plan’ where they use cute little wooden puzzle boxes in place of the ubiquitous padlocks. So much of the pleasure I get from ERs is that they are safe spaces for adults to indulge in childlike play and I guess wooden puzzle boxes are a direct, visceral link between adult me and the little kid I once was.
Which is a very long winded and philosophical path to saying that when EscWelt asked us to review their latest puzzle, House of the Dragon, I jumped at the chance. I hadn’t played an EscWelt game box before, though had taken on similar puzzles by iAdventure, so was excited to unbox it.
‘House of the Dragon’ looks and feels lovingly hand-made, a fact confirmed by a signed slip inside the box from the EscWelt bod who put it together. In keeping with the Japanese theming and narrative, with the back story laid out on a paper insert, the puzzle box takes the form of a miniature pagoda, crafted from sustainable birchwood. There’s lovely carved detailing and beautiful etching on every side, with cherry blossom tumbling down one side, and a dragon wrapped around the roof. Each side and each section has a unique design and feel and a quick scan around the box gives you the sense of multiple puzzle elements.
But Where Do I Start?
But that’s where I came a bit unstuck. The iAdventure games I’d played previously had a handy ‘start’ etched somewhere on them to give you a clue where to begin. ‘House of the Dragon’ doesn’t. It’s clearly designed to be trickier and that’s no bad thing but it can also lead to frustration. Maybe because I’m singularly dense, or maybe because I was playing alone, with no-one to bounce ideas off, I just couldn’t spot an obvious ‘way in’ to the sequence of puzzles. So I spent a lot of time just turning the box around and around in my hands trying to get an insight into where to start. Which is ok for a while but my patience did erode fairly quickly.
Let It Flow
Eventually after a bit of wiggling of box parts, I made the first step and after that things flowed a little more, although you still have to be a bit experimental and willing to try some random poking around, in some cases literally. After the first element was solved and I’d done a bit of Japanese language translation, I realised I was looking for a specific sequence (of what I won’t say coz spoilers). And from then on, the puzzle flow around the box was more satisfying and fairly slick. Constrained by the size of the box, there aren’t a huge number of puzzle elements and I probably took longer figuring out where to start than I did actually solving it all but the sheer physicality of the puzzling is very satisfying. And, like in any good ER, the revelation at the end is worth all the effort that preceded it.
My minor niggles would be that lack of a clearing start point and the fact that the playability of the box is impacted by some parts being too stiff and some too lose. In some case parts don’t move easily, meaning you feel like you haven’t solved that element when you actually have. Some parts also move but have no function other than looking pretty. On my box the roof element rotated so I spent ages thinking there must be a significance to that. But there wasn’t.
However, these are minor issues in a puzzle box that is beautiful to behold. The tactile physicality of the box is the true selling point. When you can’t get hands on with an ER out in the real world, and online or paper ER type games just aren’t hitting the right spot then a puzzle box like ‘House of the Dragon’ is a treat. Sliding panels, buttons to push and pull, secret doors and secret codes. All in the comfort of your own home.
There’s a QR code system to get access to EscWelt’s tips and hints on the puzzle box and once you’re done and found out the secret at the heart of the labyrinth, there’s also a resetting video so you can play again or pass the box on to someone else. Maybe you could even hide a little treat inside and see how long it takes someone else to get inside ‘The House of the Dragon’.
‘House of the Dragon’ and other puzzle box games from EscWelt can be bought at their online store or at other online retailers.
Extremescape: Viking Review | You have entered the Kingdom of the Viking Gods & you are sat in the House of Thor. In an attempt to prevent Thor’s succession to the throne of Asgard, Lowki, Thor’s menacing brother, has stolen & trapped Thor’s weapon in the golden rings of Aesir. The ice giants have got word of this, and they know Thor is helpless to protect the human race without his enchanted war-hammer. The giants are on their way, their mission to defeat Thor and destroy earth. You must find the Gods and return them to Asgard as they will help you in your quest. You must find the thunder hammer and put it in the sacred place to create a storm like no-one has seen before. You must release Thor’s Hammer from the golden rings and return it to Thrudheim where it belongs
Date Played: 24th March 2022 Number of Players: 2 Time Taken: ~50 Minutes Difficulty: Medium
After a hearty lunch in the sunny countryside air, we returned feeling invigorated for our final game of the day. The Viking room is the most recent addition for Extremescape, and you can definitely tell in the step up from the previous two. It’s also so impressive, given just how much they’ve used the space!
Welcome to Valhalla
Walking into the room definitely feels like walking into a medieval feast hall, with a large wooden table and benches lined with furs. The whole room is within this single room, and it’s amazing just how much they manage to fit in. There are many hidden elements in this room, and I was surprised by almost all of them. It’s honestly amazing how seamlessly they’ve integrated quite large surprises into such a small space, and it’s clear they’ve paid just as much attention to set design and how it drives the story as the puzzles themselves. I also loved how Norse this room was – there was no Marvel cheese here, just good old-fashioned Vikings.
Watch out Loki
The puzzles in this room were just as subtle and intriguing as in the other rooms. Although we tackled them fairly linearly, there were enough clues to be finding that we didn’t feel chained together or hindered. The puzzles themselves were all fun to figure out, and definitely felt like Norse puzzles – most were centered around riddle-style/deduction puzzles, which are my personal favourite. We also had no idea what was coming next on more than one occasion, but this added to the excitement! It’s not often that you’re unsure what a puzzle will open, but this room handled it beautifully.
The finale stage itself was also spectacular and so unexpected. Extremescape have done an amazing job of incorporating effects into the room in a way that feels very natural and adds just the right amount of drama. They also introduce this ‘early’ enough that it really feels like a climax, but you have enough time (and gameplay) left to really enjoy it and make the most of it.
By Odin’s eye
The only negative I would say about this room is that it may not be the most accessible. There is a small step and low door into the room, and as the game play takes place within the room there isn’t a lot of space to manoeuver for a wheelchair user. There are plenty of spaces to sit, but there are puzzles and clues beneath knee level so at least one person will need to crawl. There is a minor physical element, so having at least one able-bodied teammate would be a good idea, as well as one point where someone will need to be within a slightly confined space.
For me, I found there were some sensory issues – there were points where the music was a bit too loud for my comfort, the light a little too dim, and room a little too warm. However, these are all minor issues that could be easily remedied (and in fact, they turned the volume down when I asked). If you have sensory issues I advise getting in touch ahead of time too.
In terms of puzzles, there were a few reliant on colour recognition, as well as being able to read something in slightly dim light.
Man the longboats
Overall we had a fantastic time, and the experience continued after we left the room. We spent quite a while talking to the owners and had plenty of cuddles with the resident dog (who is a rather large, but beautiful, Rottweiler-style boy). It’s obvious the passion that has gone into these rooms, and it’s well worth the visit.
Extremescape Pirate Ship Review | A long time ago on the Carribean seas sailed the Spanish Galleon, Castoria. Captained by Zak Barrow and crewed by a gang of murderers & merciless cutthroats. Plundering ships of all kinds along India’s Malabar coast, Barrow was a Pirate, one of the most infamous Pirates of all time. Barrow’s ship Castoria battled with the India Merchant, a huge treasure ship of 350 tons. In rough seas, the merchant vessel fired but due to a sudden ocean swell, the shot missed its mark. The pirates threw their grappling hooks, bringing the two ships together. And rapidly boarded the ship, soon Captain Barrow was in the possession of one of the greatest pirate treasures ever. The ship disappeared in 1722 and was not seen again until now!
Completion Time: 73 minutes (out of 90) Date Played: 24 March 2022 Party Size: 2 Difficulty: Medium
As someone who works full time and lives ‘down South’ it can be hard to find the time to travel just for escape rooms, particularly when the journey alone takes over 4 hours! However I found myself with a few days to space are itching to play some rooms farther afield, so we decided to book a couple of days in Manchester! First up we stopped we spent the day in Disley, surrounded by gorgeous views, friendly locals (sheep) and some cracking rooms!
Time to set sail
The first room we tackled was the oldest at the location – opened 7 years ago and barely changed since! Before you even step foot in the room you know you’re in for a good time, with an epic narration to get you pumped and the ship door swinging open to welcome you. Our first impression of the room was similarly excited – it’s beautifully crafted with plenty of hidden elements (some hid expertly in plain sight), and definitely more than one surprising moment.
Argh, ye scallywags!
We were told that this room was ‘non-linear’, which is technically true as there were a few different puzzles to solve at a time, but I admit in practice it didn’t feel this way. It may have been the early morning or lack of practice, but we worked on most puzzles together, and only felt like we were progressing as we solved the puzzles.
There were quite a few pieces of information scattered about the room, which appeared similar but required different methods of solving. I appreciated the variety of puzzles, but we ended up relying on hints more than I usually like to, as perhaps some of the leaps were a little too far for me! In particular, one puzzle felt very tenuous, and I’m still not convinced of the answer!
Finally, the signposting wasn’t necessarily ideal – usually, I would expect the respective lock to be near the puzzle, or else be marked in some way. However, there were quite a few locks here which meant quite a bit of trial and error each time!
That being said, there were puzzles we got instantly, or just about managed to figure out, which were satisfying and a little different from others we’ve experienced before. I think the theming and thrill more than makes up for any slight frustrations, and I would strongly encourage you to give this room a chance!
Peg legs & eyepatches…not quite welcome
Unfortunately, there are stairs into the venue and up to the room, as well as within the room itself – so not great for those with mobility issues! Hints are delivered both via screen and via a voice-over, so should be suitable for those with either hearing or sight issues. There are some puzzles requiring colour perception, but the light level in the room is generally good and it is fairly spacious.
Here be the Jolly Roger
The staff at this room are great and very encouraging. We had a lovely time chatting with them, and even met a special guest (check out my later post to hear about him!). Although the website seems fairly basic, this room is anything but and the location is enchanting.
This room was a fantastic room – although I was a little frustrated throughout the experience, the set is so well done and I was still having fun. I highly recommend taking on this room (although I would also book the others at the same time!)
The Mysterious Museum Review | You are on a trip to the Florence Natural History Museum, intent on visiting the sunken treasure of the Santa Maria. Your relaxing day at the museum is quickly derailed by an incredible adventure! Can you solve the mysteries of the museum and find a way out? Difficulty Level: 2 of 5. This game can be played only one time because you must markup, fold, and tear the game materials to solve the riddles and escape.
Completion Time: 1 hour Date Played: February 2022 Party Size: 4 Difficulty: Medium
EXIT the Game is one of the best known escape rooms “in-a-box” series in the world. As such, they’re fairly reliable. Going into any experience you know what you’re getting. About 1 hour’s worth of fun, there’ll be a cipher wheel-style disc, several destructible materials, and typically a little booklet with it too. The Mysterious Museum is no different. Except for once, I didn’t buy this game myself! A friend received it as a Christmas gift, and knowing how much I enjoy escape room games, she brought it over to our regular board game night in the hopes of puzzling it out.
We sandwiched this game inbetween two others, intending for it to be our “short and sweet” collaborative refresher between two other bulkier games. It was anything but. Sometimes games come along that others find perfectly straightforward and just don’t click for you. The Mysterious Museum was this for us.
But let’s get into why.
Puzzling at the Florence History Museum
Our story began at the Florence Museum of Science and Technology, a setting mysteriously hinted at by the front cover of this game’s box – a partially open door from which light pours out. At the beginning, you have an idea that your goal might be about tracking down sunken treasure – a mission quite suggestively similar to The Sunken Treasure. But it wasn’t long until we realised the actually this adventure would be quite different. For starters, it revolved around time travel.
Yep, we kept an eye out to make sure we didn’t accidentally step on a bug and change the course of history!
But it’s not just the past. The game takes players all through history – past, present, and future. A museum is an excellent setting for such a tale of time travel, and it was a fun theme to set a puzzle game such as this one in. Did I mention it looks brilliant too? I’m a sucker for lovely artwork, and EXIT has an abundance of beautiful illustrations.
How to solve EXIT the Game
Solving EXIT the Game escape rooms follows a similar formula, and The Mysterious Museum is no different. Each box contains:
Riddle Cards – These are given a letter and generally speaking are worked through in ABC order
Answer Cards – These have a corresponding letter to the riddle cards and, you guessed it, they give the answer if needed
Help Cards – Each help card is denoted by a symbol which you can find on the puzzle you’re working on somewhere (often it’s quite hidden – so look closely)
A Book – This sets the scene and guides you through the story
A Cipher Wheel – To check your answers, a cipher wheel is used. In The Sunken Treasure this cipher wheel is covered in cute sea critters – very sweet!
A bunch of cool looking misc. items – in The Sunken Treasure, you get a whole host of cool things including some very shiny looking gems!
To play, you get up your game with your Help Cards stacked according to symbol, and your Riddle / Answer cards in their own stack. The book guides you through the story to solve each puzzle, find the correct symbols, run it through the cipher wheel and progress.
In terms of difficulty as indicated, we found this game quite hard indeed! Hesitant to take any clues, and a couple of glasses of wine at board game night in, the game didn’t quite click for us. The linear nature of this particular game also meant that once we became stuck, the game ground to a halt. With 4 players playing, a few of us struggled to keep interest up, and the whole game amounted to a slow puzzling session. Even those we were sure we had correct ended up requiring an additional logic leap we hadn’t made.
That said, in hindsight and in asking a few other friends, we might be alone in finding this one tricky. For sure, the company themselves rate this game somewhere towards Novice on the difficulty scale. So don’t let our struggles put you off giving it a go if the game otherwise appeals to you!
On the flip side, this game contained several very delightful puzzles which were some of my all time favourites. In particular, I enjoyed moments of physical manipulation. Furthermore, the EXIT team always make full use of the box. Though no spoilers about exactly what I’m talking about – you’ll just have to wait and see for yourself!
On balance, The Mysterious Museum has some strong pros (such as the theme and the quality) but let down by the puzzles and flow. So in a nutshell, it wasn’t my favourite EXIT game. I am however a big enthusiast when it comes to their other games, so I’ve no doubt this is just a small blip with particularly styled puzzles that our team struggled with on the day.
The Mysterious Museum can be purchased from all good board game retailers.
Escape Plan Battle for Britain Review | The day is 18th August 1940 and the Luftwaffe have launched a resurgent attack on Britain, where your air base has been hit by the first wave of heavy bombing. As the only survivors, you must access the strategic ops room and mobilise the full force of the RAF to save Britain. But with a second attack imminent, can you also save yourselves?
Date Played: April 2022 Time Taken: 34 mins 55 secs
Planes shot down: 70 out of 71 Number of Players: 5 Difficulty: Medium
Whenever that age-old question “What’s the best escape room in London” comes up in ER enthusiast forums, there are a few company names you can guarantee will feature in the answers. Escape Plan is one of them. Currently housed in the Rich Mix arts complex in Shoreditch, Escape Plan have been on the London scene since at least 2015. And their reputation as one of the best in London is well deserved based on their consistent theming, the attention to detail and the sheer number of puzzles their rooms contained. You can tell from the moment you enter their basement space that people at Escape Plan love what they do.
I’d played both of Escape Plans other games, The Adventure Begins and Roll Out the Barrel (which has been hanging onto my top game spot for a while now) previously so it was with a lot of excited anticipation that I arrived with my team of fellow ER nerds to take on Battle for Britain. Only recently reopened in Shoreditch, the game is already the rave of the ER scene, with glowing reviews and promises of an extraordinary and nail-biting finale. So with expectation piled up on top of my anticipation could it possibly live up to the hype?
Top Secret Mission Briefing
All of Escape Plan’s games are set during or shortly after World War II and the narrative for Battle for Britain takes place on one very specific date, 18th August 1940. The Battle of Britain has been raging for a month and on this date, known as ‘the Hardest Day’, the German Luftwaffe made an all out effort to completely destroy Britain’s Fighter Command. With that historic backdrop, the game makes you members of the RAF and the only survivors of a bombing raid on your airbase. Under continuing enemy fire your first task is to gain access to the strategic ops room. Once inside you must then take control of the full force of all available RAF squadrons and push the German planes back out of British airspace. Your final aim is not to escape, but to shoot down as many aircraft as you can before your time runs out. It is this last angle that makes Battle for Britain stand out as different to most trad ERs. You are told from the very start that your goal is not to escape from the room in under 60 mins but to bring down as many of the German planes as possible. The maximum it is possible to shoot down is 71 – the real number of German losses inflicted on that day in August 1940.
“Never was so much owed by so many to so few”
The game is effectively in two parts, although they aren’t equal in complexity or time needed. The first part is closer in style to a ‘normal’ ER in that involves solving several puzzles that will allow you to open the door to the strategic ops room. Escape Plan love a good meaty, physical prop repurposed into a puzzle and this room has you tackling challenges involving bikes, barrels and road signs. Logic, spatial awareness and code breaking all come into play in this room and every puzzle is substantial and satisfying.
So far so linear. But once you’re in the Ops room the game becomes much less of a straight line from one puzzle to the next and it’s very easy to split up and figure out several puzzles at the same time. As in Escape Plan’s other games, the physical puzzles are a real joy. The set design and build are probably the best in London (IMHO) with the clear love for both puzzles and crafting evident in the high quality, hand built nature of the props. Why buy in an everyday padlock when you can build your own miniature puzzle boxes? And as with the first room, there are lots of period props and objects that have been converted into puzzles, some of which are beautifully novel and unlike anything I’ve seen in other ERs.
The puzzles aren’t just beautiful, they are myriad. There is a lot to do in this second room, with each individual puzzle helping you towards the meta puzzle that is the game’s climax. This is both a blessing and a curse. The sheer number of puzzles means that even a big team can split up and work on separate elements, feeding their results back into the bigger picture of the final puzzle. But it does also mean that you can feel like you’ve only played a fraction of the room. My team of 5 ER regulars and enthusiasts all left saying that we felt we’d only seen a small proportion of the puzzles. What we had solved was very satisfying but we felt we’d missed out on quite a lot. That, however, is the fault of our decision to put five puzzle-addict, ER geeks in the same room at the same time, not a fault of the game itself.
Once the individual puzzles are solved, you are ready to complete the final challenge. I won’t give away details as part of the joy of the game is the discovery of how the climax happens. But it is a nail-biting, nerve-jingling conclusion to the game that will make even the most cynical player feel patriotic and proud to have served in RAF colours. It is inevitable that whoever plays, there will be cheering.
While Roll Out the Barrel still remains my favourite of their games, Battle for Britain is another string in Escape Plan’s ‘one of the best ERs in London’ bow. It has all the same loving attention to detail, hand crafted props and vast range of puzzle styles and challenges that have made their other games so popular. The slight twist on a traditional ER structure makes for an interesting change to the norm, while there’s also enough satisfying individual puzzles to keep even the most experienced of players entertained. To make the most of the room, I’d advise any ER enthusiasts to play with a max of 2-3 people so you get to see and play as many of the puzzles as possible, while for less experienced players, around 4-6 would make it easier to get everything done. And as a final piece of advice from a team that managed to shoot down 70 of the 71 planes – double check your workings before committing to the final challenge or that last Luftwaffe bomber might just escape to raid another day.
Pharaoh’s Chamber Review | You have successfully passed through all 12 of the black hell gates and are deep in the heart of Egypt’s oldest pyramid in Pharaoh Khufu’s Chamber. Legend has it this Chamber is cursed and all who remain in it longer than 60 minutes will have their souls removed from their bodies and be destined to guard the Pharaoh’s tomb and his treasure for all eternity. You are the 100th raider of this tomb; the 99 that have come before you are believed to have perished in the chamber though no bodies have ever been found. You have 1 hour to find his treasure and light all the flames of the gods in order to escape; otherwise you will, as those before you, be forced to remain at the Pharaoh’s side forever. Are you Ready to Escape?
Date Played: April 2022 Number of Players: 4 Time Taken: 50 Minutes Difficulty: Easy
I’ve heard stories (usually told nostalgically over drinks) of escape room players talking about racing through an easy room then getting stuck on the very last puzzle, watching the clock tick tick tick until the deadline and not escaping and woah- I never thought it would happen to us. Until Pharaoh’s Chamber. Except, we did actually manage to escape. But equally we did manage to complete 99% of the room in record time, and spend the rest of the experience trying to figure out what on Earth we’d missed.
But hey, I’m getting ahead of myself. Let’s talk about Pharaoh’s Chamber in more detail…
Welcome to Escape Rooms
Last Christmas I was super lucky to nab myself a voucher to play at Escape Rooms in the charity auction. Actually, I surprised myself – just a short walk from where I live and I’d never even heard of ‘Escape Rooms’ least of all played there, so I was pretty excited to book my team in! Whats more, we had dinner reserved around the corner at one of my favourite spots (Kin + Deum if anyone is looking for a recommendation). In short, the makings of a great evening.
Escape Rooms is tucked away off a side street in London Bridge, just a stone’s throw from the station and the Shard. When we arrived there was another team waiting in the waiting room to be briefed, and since one of our party was running a few minutes late – they went ahead and briefed both teams at the same time. Our Games Master was the enigmatic Craig who delivered both briefings with gusto and flair, before hurrying us down into our room. I would say we did feel a little rushed, there wasn’t as much banter as I’m probably used to, but I can’t blame them – the site seemed quite busy for a Sunday evening!
From here, we were led into the Pharaoh’s Chamber – a large Ancient Egypt themed room with several doors leading off from the spacious main room. Our adventure begins!
100th Times a Charm!
Pharaoh’s Chamber follows you, the 100th team of adventurers into Pharaoh Khufu’s Chamber in search of his treasure. When our Games Master first swung open the doors, we were greeted by a comparatively quite sparsely decorated room. But, what struck me most was just how large this escape room was! It has one very spacious central area and a number of doors leading off at all directions. Each door is guarded by an Egyptian God – one of those large statues more at home in a museum – and each has a light above it’s head that will turn on when it’s relevant puzzle is solved.
Quite often in escape rooms it’s hard to know if you’ve solved something or not, but Pharaoh’s Chamber is very literal with it. Light on = Solved. Light off = Keep on.
So, solve all the puzzles, find the treasure, and escape… Simple? Right?
The room that followed was incredibly non-linear. I’m a huge, huge fan of non-linear escape rooms, but this one took the non-linearity to it’s logical conclusion. Each puzzle around the room could be solved separately, and there wasn’t a hierarchy of “beginning puzzles” and a “meta puzzle”, nope – you’d be let out once every single puzzle in the room was completed. When our clock started to count down, we all immediately split up and did just that – started to solve things separately. Meaning that for the average team there’ll probably be puzzles one individual will never encounter and vice versa, as each person gets on with their own things.
One thing I would mention here however is that one of our team was an escape room newbie. For this reason I think perhaps the non-linearity didn’t completely work for our team. She admitted post-game that it was hard to keep track of what each of us was doing. And yeah, I get that. We’d got it in our minds to try to beat the record, and so got stuck right in. But for someone with less escape room experience I can definitely see that it’s hard to know where to begin or indeed, what is happening at any given moment.
Crack Khufu’s Codes
In terms of the puzzles, they were fairly satisfyingly easy all round. There was a mix of brilliant little puzzles that fit very well into the environment of ‘Ancient Egypt’ which I enjoyed playing through. Others were a little more tenuous, such as pressing electronic buttons or cipher and letter puzzles. Overall, I felt that the puzzles, though fun, didn’t completely fit in the world. Nothing was uniquely Ancient Egypt – not the decorations nor the puzzles, and instead it felt more like a generic escape room with a theme loosely added. Pros and cons all round.
That is to say that one of the puzzles I encountered was easily one of my favourites – but then, I love a good word puzzle! Haha. In this particular puzzle, as I’m tempted to do in any newspaper-style word puzzle over my morning coffee, I spent reverse engineering it to get the answer. I was absolutely sure I’d solved it correctly but with the wrong method, but later our Games Master explained that nope, I’d done it the most common way. It felt like a big difficulty jump from the others, but it goes to show that there’s something for everyone in this escape room. Also, I got to feel super smart for a hot second. Win win!
The Games Master delivered clues via a walkie-talkie in the room, if we needed a clues we could ask. If he thought we needed a nudge in the right direction, he would suggest one. He did so with remarkable frequency, but we were very careful not to ask for a “Clue”. Teams who ask for clues are not eligible to be on the leader board, but those who get nudges or hints are okay. We’d made up our mind during the briefing to try our best to get on the leader board so we did not ask for any clues.
That said, we didn’t make it onto the leader board as we were tripped up on one tiny detail – an object not correctly placed somewhere that hadn’t triggered the mechanic output. So when we were sure we’d finished the room (in record time), our Games Master chimed in on the walkie talkie that we’d missed something. Cue 25+ minutes of wandering around the room trying to figure out what we’d missed. Boooo, no leader board score for us! In hindsight, we should have taken the clue and gone to dinner earlier.
Pharaoh’s Chamber first came out in 2014 and I have absolutely no doubt that it was a fantastic room then. In fact, I regularly read other escape room blogger reviews and that seems to be the consensus – when it launched a lot of people gave it an easy 5*s. Wow, when it came out I was still a teenager and at least 5 years from my first escape room… Fast forward 8 years, and the room does feel very dated. Slightly tired, sparsely decorated, and a host team that felt quite rushed and keen to get us through the room and out.
I just wish I’d played it when it first came out, because I would have been absolutely blown away by it! I can tell it’s got charm, and I don’t fault the room or the team in the slightest, I’d just love to see the creators use the space and create something even more exciting with all the learnings the UK escape room industry has had in the past 8 years. It’s a well-loved site, and I’ve no doubt it can be a top enthusiast spot with a little more TLC.
Since I didn’t pay full price for this, and managed to support a good charitable cause in buying the voucher, I’m not mad in the slightest. It was a great time for a fraction of the full price and we will definitely return again to try out the rest of their rooms. Maybe next time we’ll earn our place on that coveted leader board!
Pharaoh’s Chamber can be booked at Escape Rooms in London Bridge by heading to this website here.
Mission Breakout: The Lost Passenger Review | Based on the true story of the lost passenger in South Kentish Town tube station in 1924. In 1924, soon after South Kentish Town was closed down, a train stopped at the station by mistake, and a man absentmindedly alighted. The train departed, and Mr Brackett disappeared in the darkness. No one knows if he ever escaped. Are you brave enough to step down into the Ghost tube station and investigate the paranormal activity?
Date Played: 27th March 2022 Number of Players: 2 Time Taken: 47 Minutes Difficulty: Easy
My personal escape room Kryptonite that I absolutely melt with joy when I experience in a room is authentic theming and props. An escape room themed around the building it’s set in? Tick! Original equipment and props from the era and time? Double tick! Being allowed to press buttons and pull levers from old timey 1920s railway train control rooms that by all right should probably be in a museum behind a glass window? Triple tick. YES! PRESS ALL THE BUTTONS!
Mission: Breakout is located in South Kentish Town Station. It’s in the classic tiled redbrick style of many stations around London, but unfortunately was closed down in 1924 due to low passenger numbers. The building sat there for a very long time gathering dusts… And ghosts!
…And he was never seen again!
We booked in to play The Lost Passenger at Mission: Breakout after a very, very long lockdown. My family are long-time fans of urban, abandoned building exploration. Our idea of a fun weekend out is putting on hard hats and descending into the old abandoned railway stations of London (on guided tours of course, we’re not breaking any laws here!). So one Christmas I knew just the gift to get them – a voucher for us all to play this escape room, set in the old disused train station in Kentish Town.
Unfortunately, that Christmas was Christmas 2020 and it took us almost 2 years until we were actually able to redeem the voucher. Even then, the day before we were all due to play, half our party tested positive with covid. After deliberating, the remaining 2 decided to go ahead with the booking – we lost the other two places on the booking but it was still worth it, if we didn’t play now, we may never have gone!
In The Lost Passenger, you descend into the depths of the station in search of a passenger who alighted from the train when it mistakenly pulled up at the abandoned station. Based on a true story, this passenger seemingly stepped off the train, walked into the darkness of the station and vanished into thin air and was never seen again.
The Lost Passenger. Photo (c) Mission: Breakout
Mind the Gap
Arriving at Mission: Breakout was exciting. It quite literally, is inside an old train station. I’m not sure what I’d expected, but we couldn’t contain our smiles at the details,
“Wow look this bench is an original Great Western Railway bench OMG!”
“Look at the tiling here, it’s from the 1910s!”
Our GM who came to greet us in amongst our cries of exclamation was Elza, who explained that it was of the very first escape rooms she’d run. She did a fantastic job – and even managed to tease us with a few jump scares during the game too. She led us down several corridors through the dim lights and past curious features of the abandoned railway station, until we arrived at the escape room. From here, we were shown into the lift that was to take us into the bowels of the train station from whence we may never return.
So, a full disclaimer, this room can be scary, but it doesn’t have to be. We didn’t know it going in but apparently you can ask for a certain level of scariness and the host can dial it up or tone it down accordingly. Since we didn’t ask, I imagine we got an ‘average’ level of scariness. I scream easily, and my screams probably terrified my co-escaper more than the original jump scares did, but it was all light hearted fun. The kind of ‘doors closing behind you’ and ‘what’s that lurking in the shadow’ scares. No live actors, but a general level of creepiness for sure. If in doubt, just ask them to tone it down and I’m sure they will!
Can you read a train map?
In terms of difficulty, The Lost Passenger is definitely on the easier side. This makes it a good room for smaller groups, kids, or people who are mostly there because they love abandoned train stations. For once, I am in the last group. Although, despite it being ‘easier’, it’s still a vastly big escape room space with no fewer than 6 separate rooms, and many of those containing stairs and cool passageways. So it certainly won’t be a quick room to escape from.
One thing to flag (and it’s important to mention for accessibility reasons), is that some parts of this escape room are in the dark. Very, very dark. Almost pitch black. These rooms involve puzzles where you have to feel around for things and then try to solve them in the dark. In the escape room industry as a whole, there’s a little bugbear among enthusiasts about ‘darkness’ being a puzzle in itself. I can see why it (has to) work in this room, and it fits well with the environment – why wouldn’t you be crawling in the dark?
There are also several moments where players must crawl around on all fours in cramped spaces. Again, this is likely just the way that the original site was built, a lot of the rooms in this are workers shafts and tunnels leading between control rooms – but it’s another consideration.
In terms of puzzles beyond “dark and small spaces”, players can expect to encounter plenty of searching and finding, some jigsaws, finding objects to use in other places, and a few very fun cerebral puzzles involving operating the heavy machinery. Largely, the room is less about using your brain and more about pushing and pulling things. It’s a very physical room, and there’s more than a little trial and error to get particular puzzles working, but we liked it. My favourite thing about this escape room was that it really does use all the original equipment, and there’s something very exciting about pushing buttons and pulling levers on machines from the 1920s to make escape room puzzles work.
The Lost Passenger was a really fun room and well worth the long wait in lockdown. It won’t challenge enthusiasts, but that’s okay – I think the real reason to book and play this is to experience an exciting an adventure in such an impressive physical location. We loved that it was based on a true story, but what we loved the most was the setting, the theme, the creaky equipment, and the general ghostly vibes as we scrambled around the depths of an abandoned station looking for puzzles to solve. Furthermore, Elza did a great job as our host and made us feel really welcome (and more than a little bit scared).
The Lost Passenger can be booked at Mission: Breakout in London by heading to their website here.
The Dullahan Review | The Dullahan was the original “Headless Horseman”, and not the cute pumpkin-headed variety from the Disney movie! The Dullahan is a grotesque and horrible creature who claims souls (kills people). He carries a whip made from a human spine and he uses it to blind anyone who sees him (gross!). Can you find a way to rid the village of the Dullahan before he returns at nightfall?
DatePlayed: 13th March 2022 Number of Players: 4 Time Taken: 35:40 Difficulty: Medium
Online Escape Rooms Ireland is one of those companies that when I hear they’ve announced a new game, I’m first in the digital queue to play. When we first got out hands on a link, an ill-timed holiday meant we had to push playing back a few weeks, but it was well worth the wait. The Dullahan is another fantastic instalment in the Spirit Seekers series and one that is even better than the first.
About Spirit Seekers Ireland
Spirit Seekers Ireland is a series of escape rooms from the creative duo Connor and Sarah of Online Escape Rooms Ireland and their physical site, Escape Rooms Shannon whose video on their About Us page is one of my favourite things on the internet. The idea behind Spirit Seekers Ireland was to pay respectful homage to local landmarks and legends of interest in Ireland through the medium of escape rooms. You play as ghost hunters sent to explore a number of real life locations through the interface (Telescape) and… You guessed it… Catch ghosts!
In The Clare Abbey, you explore a church which is riddled with various ghosts. Armed with a ghost hunting kit and various tools (EMPs, audio recorders etc.) you must catch evidence of ghosts on camera. In this game, The Dullahan, the experience takes a slightly creepier turn as you’re in hunt of a very specific local legend: a Dullahan.
The Dullahan *Shudders*
According to local legend, a Dullahan is essentially a headless horsemen – the kind you see across cultures and ghost stories for centuries. What makes him unique to Ireland is the myth that he uses a whip made of the spine of humans as a weapon, and that he can claim people’s souls by calling out their name. It’s said that when the dullahan stops riding, a person will die.
So it’s no surprise that we needed to stop this once and for all, we can’t have any more people dying in this village, so team Al, Ash, Tasha and myself were put on the case to catch him. If we needed any help we could consult the SALMON OF KNOWLEDGE (love it!). He’s cute, but he’s only there for emergencies.
“OMG! I’ve found a pig”
…A statement I think I said several times whilst playing this game because of how excited I was to whip the 360 degree camera around and come face to face with a sweet little piggie.
But jokes aside, The Dullahan is a great game that takes place on Telescape – meaning you’ve a 360 view of a number of locations and a map you can use to guide yourselves through the game. What I loved about this was that it really is based on a real location and one I kinda want to visit myself if I’m ever in the area just for how quaint the cobbled paths and dry stone walling is. We explored the church ruins and cemetery, a stone cottage, a white cottage, a school, a pig sty, a blacksmith and a caravan – each place more delightful and fun to explore than the previous.
In terms of puzzles, The Dullahan isn’t perfect, no – I always take some small issue with found puzzles (of which there were a few), mainly because I never ever remember to bring my headphones along to a digital escape room and tend to spend the whole thing muted. This game was no different and we encountered several sound-based puzzles which I handed the reigns over to Al & Ash to solve in tandem.
But whatever issue I have with sound puzzles, it’s all but made up by how much fun the puzzles were to solve overall. In my opinion, Online Escape Rooms Ireland does “fun” very well and it’s always a joy to hear they’ve a new escape room experience launched. Players can expect to encounter typical escape room puzzles such as digit codes, moving options to make patterns, listening to sounds and translating them, some cool ciphers, matching puzzles and so on. Nothing breaks the mould but that’s okay.
Another really sold escape room experience from Online Escape Rooms Ireland, and another nail in my “I really want to visit this part of the world post-pandemic” coffin. Despite the ghostly and supernatural themes, this wasn’t a scary game in the slightest. There are some spooky vibes, but I don’t think particularly young players would be put off. Most young people I know would love the idea of a whip made of bones… Me though? *shudder*
Accessibility Notes: In terms of accessibility, as there are some sound puzzles you’ll need one person who is able to hear clearly, but to my best knowledge there aren’t any other accessibility flags to raise at this stage.
We’d recommend this experience for just about anyone but particularly folks who want to engage with beautiful places in Ireland and local Irish folklore through the medium of puzzles. Through brilliant games like this I’m learning more about the folklore of my own near-ancestral home, but I think I’ll probably make my granny shriek if I start talking about dullahan over our next tea party.