Mission Breakout: The Lost Passenger | Review

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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!”

and

“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 Verdict

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.

Online Escape Rooms Ireland: Spirit Seekers – The Dullahan | Review

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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?

Date Played: 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.

The Verdict

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.

The Dullahan can be booked by heading to Online Escape Rooms Ireland’s website here.

Escape in Time: Escape from the Golden Hinde | Review

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Escape from the Golden Hinde Review | Escape From The Golden Hinde is an interactive adventure on a historic 16th century galleon in the centre of London! The Golden Hinde is a perfect reconstruction of the ship Sir Francis Drake sailed around the world in the 1570s. The reconstructed ship also sailed around the world in the 1970s. It is haunted by ghosts from both journeys. So, the ship holds an unhappy mix of spirits – like a dodgy Rum Mojito. (Which, legend has it, was invented by Drake.) You will be locked on the ship with these ghosts. You will have 60 minutes to escape. You’ll also learn some history. But don’t let that stop you.

Date Played: 11th February 2022
Time Taken: 40 minutes
Number of Players: 5
Difficulty: Easy

Just a few days after we announced Georgie was joining The Escape Roomer, the two of us metaphorically “smashed the bottle against the boat”, by playing an escape room together… Quite literally on a boat! Not just any boat either, the iconic Golden Hinde in Central London, Sir Francis Drake’s original ship that has sailed around the world twice.

We were joined by Bianca, a new friend Jojo, and partner Keian who was celebrating his 100th room! First, we met up at The Old Thameside Inn opposite for a drink (or two) to get our sea-legs in ship shape before heading onboard with a triumphant cry: “We pledge to save to captain!

Team Scurvy Scallywags for the win!

Escape Room Versus Immersive Theatre

Mairi: Escape From the Golden Hinde isn’t an escape room exactly. Sure, it technically ticks the boxes (you’re in a room, you have to escape), but it’s actually a lot closer to immersive theatre. It has a certain mass-market appeal which means the puzzles aren’t overly challenging, and instead most of the enjoyment of playing this game comes from listening to the actors and putting your all into appreciating the historical setting and your pirate captains.

Sure, there were a few moments of “ooh how do we solve this?”, and without such a good team with me I’d probably have been quite stuck in a few places, but overall we whizzed through it in 40 minutes – record breaking speed!

Georgie: I think you hit the nail on the head for me there – I went in expecting an escape room, which it very much wasn’t, so had to temper my expectations pretty quickly! As a traditional escape room, I would say it was pretty underwhelming – the puzzles were very linear and easy. I think I personally solved one puzzle throughout the whole experience, and spent a lot of the time sat idly by watching other teammates complete the one or two puzzles in that area. However, I loved being on the ship and overall felt pretty immersed in it!

Addendum: Since writing this review, we’ve discovered that there are different difficulty levels of Escape From the Golden Hinde available to players. At full launch of this escape room later in the year, players will be able to choose!

The Golden Hinde | Photo (c) Georgie

Escape From Francis Drake’s Original Galleon

Mairi: Escape From the Golden Hinde uses the entire ship, which was very cool indeed. There are at least 4 unique spaces in this ship and the whole thing feels very ‘spacious’. Before heading in I was aware that they could take up to 3 teams at a time, but unsure of the specifics of how this works. Now I can confidently say that this would be achieved by staggering the start times. First team goes in, then 15 minutes later when that team is out of the first room, the second team goes in and so on to a maximum of three teams on the boat at any one time.

We were a very fast team and there was nobody else playing at the same time as us, so it’s hard to say how well this works at peak times. But the games masters *cough* I mean ghosts and pirates were fantastically savvy, I daresay they’re able to speed up or slow down a team as needed in each space to keep the pacing correct.

Georgie: I’m not sure I’d agree about ‘spacious’! I’d say the hard-hats we were given were definitely necessary – I’m only 5ft3 and felt pretty uncomfortable throughout most of the game – if you’re on the taller side I would definitely advise you to be prepared! I think it’s smart on their side to take the staggered approach, as in theory you should be able to gain more business that way, and each section was pretty easy to get through.

I worry about what might happen with, say, a novice group directly in front of an experienced group. How would they slow down that group without them feeling frustrated or bored? Or how would they speed up the others without them feeling spoon-fed or robbed? I suppose the rooms were pretty simple so there may not be much chance of that, but it’s definitely a thought.

Mairi: In terms of the story and using such an awe-inspiring historical ship, whilst I’m usually terrible at paying attention to the plot (“Hey does anyone remember what we’re meant to be doing?”) I did love that I left the ship feeling like I learned something new by the end! I’ve got a new found interest in the history of the Golden Hinde that two previous visits to the Golden Hinde museum hadn’t taught me. Escape rooms are educational!


Georgie: This is where I think they may be taking on too much at once. I love history – I’m a big history nerd so I was expecting to eat this up – but I actually felt like I didn’t learn much about the ship or got that sense of awe I was hoping for! I remember in the pub (the Old Thameside Inn opposite) afterwards I was confused about what was fact vs fiction, and I think parts of the story definitely passed me by.

I think perhaps it might have been nice to just have a little bit of a story ahead of each section, so it was more as though you were then experiencing a re-enactment of that. Instead, I didn’t really follow the thread of the overall story (if there was one) and the different sections felt quite disjointed – ultimately we just found the puzzles, solved them and moved on.

Meet Gooselegs & Jack(ie)

Mairi: My favourite thing about Escape From the Golden Hinde was the actor interaction. From the moment we first stepped onto the ship and were greeted by two very enthusiastic pirates, I knew we were in for a treat. But this interaction turned out to only be the beginning, for we were greeted by a further four unique actors during the course of the game. This cast of characters included historical figures, and sailors on the lash dancing around a disco room. It was nothing if not very fun!

Georgie: Yes, the actors were my favourite part too! The two crewmates who greeted us (Jack(ie) and Gooselegs) were absolutely superb. I was immediately drawn into the experience and having a good time. They had such a natural flow about them and were so witty and quick to interact with each other I could’ve watched a how show just with them! The other actors were pretty good too – nicely in character and friendly, but I felt we didn’t get as much time with them or build that rapport. I think this was really noticable when at one point we’d met a character, then another, and then suddenly asked to make a decision with not much to go on from either the story or our interactions!

Dubloons and Pieces of Eight (AKA The Price!)

Mairi: In terms of price, there’s no beating about the bush. Escape From the Golden Hinde is really, really expensive. At £43~ a ticket at peak times, it’s easily one of the most expensive escape rooms in London, if not the United Kingdom. It’s a conversation that comes up frequently within The Escape Roomer team – how do we measure value? What is a good price for an escape room? Personally I (Mairi) don’t think that any single escape room (at 60 minutes in length) should be priced at over £35 per person. A few exceptions here and there for ultra immersive, or extra long rooms. But that said, I can see how this price is justified in Escape From the Golden Hinde.

For starters, there are a number of live actors whose salaries must be paid. For seconds, you do get a cheeky drink (a small one, mind!) in the middle of this game included, which was a fun touch. It’s also an incredibly iconic location that most people wouldn’t normally be able to visit. When you play an escape room in a special location, I’ll admit that does come at a premium price (for example my previous “woah this is really expensive but cool and historical” at the Jersey Wars Tunnels for £150 for any sized team).

Was the Golden Hinde worth it? Maybe, kinda… Yes. We personally had a fantastic time and I like to say that if I had a great time then of course it’s worth it, right? But it’s hard to say if we could have physically afforded to pay full price, which for 5 players at £43 each would be £215. But if you can afford it, then by all means it’s well worth it for the unique-ness factor!

Georgie: I’d agree – we had a great time, but it did leave me itching for a ‘real’ escape room, and if we’d paid full price I would be feeling very short changed! Even if I switch to viewing it more as an experience, I would’ve wanted longer on the ship and more education/story aspects. I think this might be worth it if you want the experience of being on board the Golden Hinde, but if you’re looking for an escape room there are better rooms in London for a lower price.

However, I would gladly pay that premium price if I could just spend the whole hour watching Gooselegs and Jackie – they’re the real stars here for me!

A Note on Accessibility

Georgie: A quick note on accessibility from me – this is a historical ship, so unsurprisingly it wasn’t very accessible! There were lots of stairs, cramped spaces for the majority of it, dim lighting and loud sounds/puzzles requiring some hearing. If you’ve played “Secret Studio” you may be worried about jump scares, but let me assure you that there are no “scares” here!

The Verdict

Escape from the Golden Hinde is at an incredibly unique location in the heart of London and it’s quite unlike anything else we’ve played! Part escape room, part immersive theatre, there’s a lot of love gone into this room and it shows. In particular, we really enjoyed interacting with our hosts, Jack(ie) and Gooselegs, as well as the cast of fun characters we met along our adventure. At present, the high price point may be a barrier to play, and enthusiasts will probably not be challenged by the puzzles. But it’s still a delightful pirate-themed romp around one of the most iconic seafaring vessels in British history, and that’s pretty special!

Just like those explorers who claim to visit the furthest reaches and climb the highest mountains simply “because they are there”, I think playing this escape room should be done because it’s there. Escape from the Golden Hinde is an escape room that will not be around forever, and if you’ve ever wanted to don a funky hat on, talk in pirate-speak, and get very hands-on with an awesome piece of history, then now is your time.

It may not be our favourite escape room in London, but I’m really glad we did it and we had a great time. Decades in the future I’ll be walking around London with my grandkids and be like “I was once a pirate on that ship” and I’ll describe how I ran around the deck and hooked ropes, solved puzzles, hoisted the sails, and drank grog beneath a disco ball… And my offspring will be like “sure grandma lets get you home“. But I’ll have those fun memories!

Escape from the Golden Hinde can be booked by heading to Escape in Time’s website here.

Escapologic Leicester: Operation Magnus | Review

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Escapologic: Operation Magnus Review | The year is 1942, World War 2 rages on. You are an elite spy deep undercover at the operations bunker of the infamous splinter cell group known as SPYKE. The group has reached an agreement with the mysterious Magnus, an aerospace engineer, and he has agreed to develop a new super weapon that could change the tides of war and leave devastation in its wake.

Completion Time: 35 minutes
Date Played: 11th September 2021
Party Size: 4
Difficulty: Moderate

Woohooo! It’s road trip time! 🚗

For the longest time I’ve been playing online escape rooms with Team Escaping the Closet and our friend Tasha, but now that the UK is starting to open up after a long lockdown – we’re finally able to meet in person! The first stop on our escape room travel itinerary? Escapologic in Leicester – the midpoint between London and Sheffield.

There we took on two rooms, first Reactorvate followed by Operation Magnus, where we were greeted by the enigmatic Games Master Destiny.

Change the tide of war

Operation Magnus is your classic World War 2 room with a couple of tasteful changes (namely, no awkward references to the axis forces, instead you’re fighting SPYKE). The story goes that you are a secret agent deep undercover in the enemy’s operations bunker. SPYKE is on the brink of developing a new super weapon that could seriously change the tides of war and leave huge global devastation in it’s wake.

It’s up to you to gather the intel on the inner workings of this weapon for the allied forces. You have another agent on the inside who has left you clues behind in their bunker, but you must not blow their cover.

No pressure, eh?

The most wonderful thing about this room is how well they’ve themed the room. For starters, you really are in a deep underground bunker. I’m not sure what the original use of the building was, but we emerged into our escape room into a strangely dark, slightly musty tiled bunker space. Nope, I don’t think this is just really creative set design, the room feels incredibly genuine. It seems so funny to mention it, but I loved how dusty the space was too. Real nooks and crannies, I even think I spotted a spider.

From the era-appropriate props (clues delivered by a real WWII phone, need I say more?), to the smell, to the tiled walls, to the coldness- if you’d transplanted this exact escape room into a “life during world war two” museum, I wouldn’t be in the slightest bit surprised! And not a single broken prop either!

Another great thing about the physical escape room space is how large it is. It might just be the first escape room I’ve played with a whole staircase in it and multilayered areas. We found ourselves running up and down stairs, crawling through rickety doors, discovering hidden passageways. Some areas were a little bit of a squeeze for our team of 4, but nothing we couldn’t handle by dividing and conquering the puzzles.

Operation Magnus Puzzles

In terms of puzzles, there was a good mix to challenge us! The game got off to a slow start as we struggled to find the one thing which could start us on our way – but from reading other reviews, it seems like this beginning trips up a lot of teams, so don’t be afraid to ask for a clue so early! Once we got into the flow of things, we were off to a flying start!

Players can expect to encounter a lot of mimetic puzzles such as searching and finding, rummaging around the clues, and of course… No World War Two room would be complete without a couple of maps and a Morse Code puzzle or two.

The only thing to highlight is that there were a lot more red herrings than expected. In truth, I’m not a fan of any red herrings in an escape room unless they add to the story, but Operation Magnus had more than a fair few that didn’t have much connection. At the end of the game our Games Master Destiny was very helpful to walk us through the whole room from start to finish – but we had a lot of “what about this object” and “we never used this” questions. Examples of such red herrings included hidden openings in the wall, a key we never used, and some clear signposts to use particular objects when those objects weren’t involved in the game at all.

That said, if you don’t mind the occasional red herring or two, there’s still more than enough in this room to have a lot of fun! The attention to detail is second to none, and the puzzles challenging, tactile and delightful.

Operation Magnus – The Verdict

The real pièce de résistance of Operation Magnus is without a doubt the ending.

Oh my God that ending!

It takes the biscuit as one of the most impressive escape room endings in any room ever. I really don’t want to describe what it is bat the risk of giving away any spoilers, but anyone reading this review looking forward to booking it, you’re in for a treat!

It’s with a lot of pleasure I’m awarding this one a “Best in Genre” badge. Alongside Escape Plan’s Roll out the Barrel, Operation Magnus is probably one of the best World War Two themed rooms in the entire country. I’ve played a lot of World War Two rooms (it’s probably my most-played genre, come to think of it), but Operation Magnus ticks so many boxes and the designers have really outdone themselves on this one. It’s something special and not to be missed.

Operation Magnus can be booked at Escapologic Leicester by heading to their website here.

Ratings

Escapologic Leicester: Reactorvate | Review

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Escapologic: Reactorvate Review | Your Great Uncle was once a leading scientist known for developing state of the art nuclear technology. In central Europe, during the late 1970’s, one of his experimental reactors went into meltdown as soon as it was activated, causing one of the most catastrophic disasters in modern history...

Your only option is to break into an abandoned power plant located in rural Russia, find a second inactive reactor and start it up. If it is fully functional then you may just have the evidence to free an innocent man. If your Great Uncle is lying, then you may need to run for your life!

Completion Time: 31:27
Date Played: 11th September 2021
Party Size: 4
Difficulty: Medium

First up on our long awaited road trip was to take a step into an abandoned nuclear reactor. Our mission was to find out what REALLY happened all those years ago in the 1970s… A totally normal activity for the first time Mairi, our friend Tasha and ourselves were all in person together, right?

We were very much looking forward to seeing how our team functioned in real life. After a long lockdown of playing countless digital escape games together, would the addition of a third dimension to our normally 2D team throw us off? Would being able to see how tall our team members actually are be too big a distraction..?!

Read on to find out…

WOW – Are we actually in the 1970s?

The first thing you notice stepping into this room (well, any of the Escapologic rooms to be fair) is their impeccable attention to detail. We entered a very realistic looking ‘reactor’, complete with the classic 1970s computer vibes, colourful lights and even featuring an on theme chilly room temperature!

Those first few puzzles we encountered in the room were great at introducing us both to the game and to each other. As an introduction space to Reactorvate, it had a fantastic flow. After initially hitting a bit of a hurdle with one of the beginning puzzles, we started to get out stride as we moved into the second space on offer. From here, we split up into two teams of two to tackle the wide range of challenges on offer.

We did have one quite hefty obstacle to get around first though…

Guys, is that your hand touching me? Where are the WALLS?

Before we entered this room, our games master Courtney warned us that at one point we would be in complete darkness. And that point came quite quickly into the game and they weren’t kidding – boy was it dark!

It was the sort of dark where you can’t see your own hand in front of you, and naturally we were all quite unnerved by this. We were quietly hoping that the evil spirit, Mr Moon, who haunts Escapologic’s other game (The Gateway) had not found their way into our room!!! Thankfully no ghosts, which just left the task in hand. Once we figured out where the four corners of the space were that we were in we were on a roll. But first, where the heck is the light switch?!

Science! We’re doing SCIENCE

The technology Reactorvate uses is great. You get to do physical puzzles, mental puzzle, observation puzzles…and you get to DO so much. We love a room that offers players the opportunity to really feel as though you are ‘doing’ the puzzling, rather than simply solving notes scribbled on a page. The whole thing had such a tactile feel as we lifted heavy objects and manipulated strange contraptions we’re all too young to know the true purpose of.

There was one particular stand out element of the room that provided just the right amount of shock value it’s still seared into our memory today. Although, we still can’t figure out if it was triggered by the Games Master, by our actions, or if the course we followed was inevitable – but that’s all good theatre!

We had a great time moving around and discovering this space. It was an impressive room and one we clicked with quite well.

Overall…

We really did have a great time in our first ever in-person escape room altogether. We are glad we chose such a vibrant, exciting and impressive room to play together for the first time.

Escapologic is great too in what it offers players after they’ve (hopefully) successfully escaped – there is a HUGE wall of tags signed by 100s of teams who have made their way through one of the four games on offer. It was a lot of fun looking through these and finding recognisable names, or even finding our own one from playing Chronos what feels like a loooonggg time ago.

Reactorvate can be booked at Escapologic Leicester by heading to their website here.

Ratings

Curious Correspondence Club: The Custodian’s Keys | Review

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Curious Correspondence Club: The Custodian’s Keys Review | A museum ticket marked with a curious symbol leads you to the M. B. Franklin Museum of Natural History to investigate six keys, six exhibits, and one strange lock.  You must explore each exhibit and solve the clues to pair the right keys with the right locks. Completing this puzzle will reveal the location of an ancient treasure within the museum. Will you be able to unlock the secrets?

Completion Time: 80 Minutes
Date Played: September 22nd 2021
Party Size: 1 (and a half)
Recommended For: A challenging, beautifully designed, and tactile at-home experience

Each envelope from The Curious Correspondence Club contains a world of treasures: the relatively small letter opens up to reveal an array of cleverly and beautifully designed props with puzzles to solve and mysteries to uncover. 

It’s impossible not to be impressed by the detail, variety, and scope of this at home experience. You’ll truly be transported to another world from the comfort of your own house.

Expert puzzle solvers, this game is for you! I believe even the most experienced minds would be challenged by the mysteries contained inside this little envelope.

When I first opened the envelope, I immediately laid out the various props, delighted and amazed by the inventiveness and quality of each piece of paper that has been expertly engineered and transformed into items you encounter in the M. B. Franklin Museum. 

Top marks for beauty and originality!

It was almost too beautiful, as I felt the urge to preserve the items. For the first 20 minutes of game play, I resisted marking up or damaging the pieces, which did not make the task at hand any easier for myself. And these puzzles are certainly not an easy task. 

The puzzles themselves are incredibly varied and cater to different types of thinkers. The tactile elements were particularly exciting, although some of them proved a bit tricky to manoeuvre correctly. I was led down the wrong path on more than one occasion by a minutely askew piece, but to be fair, fine motor skills are not my strong suit! 

I found the experience challenging, not necessarily because of the puzzles themselves (although they were challenging by their own merits), but because I had trouble adapting to the mindset of how everything was meant to connect. This was less of the case in Chapter Two, which I also played (no spoilers yet for that review!) This was, in part, because I had a better understanding of how the game-makers think, but more significantly because the tasks at hand were laid out more directly and it was easier to connect the plot based challenges to the actual puzzles that you were meant to solve. I understand from a story perspective why the second chapter had more clearly explained directives, however, it feels like a missed opportunity that the first chapter didn’t act as more of a tutorial on what makes these mysteries tick.

I did end up using the hints and some spoilers, and to be honest with you, I doubt I could have completed the game without them. I liked how the hints were in character, but I felt they could have been more helpful if they were a bit clearer. I often already realized the “hint” by myself, the challenge was making the leap from that story driven thought process to the literal task at hand, so I would end up having to spoil myself. Again, this was less of the case in Chapter Two.

I did this game alone for the most part, but when I called in my partner out of desperation, there were things I missed that they quickly figured out. I would definitely recommend doing it with at least one other person, unless you’re a puzzle solving genius who’s up for a challenge. 

The Verdict

Despite the difficulty level, I really enjoyed the ingenuity and novelty on display in Chapter One and I would definitely recommend it to others, particularly mystery and puzzle enthusiasts who want their skills to be tested. I love that they’re part of a larger narrative and I’m excited to dive further into the series to see where the Curious Correspondence Club takes me.

The Custodian’s Keys by Curious Correspondence Club can be purchased on their website here.

Don’t forget to check out their free Halloween event this October.

Ratings

Escape Hunt: Escape the Wild West | Review

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Escape Hunt: Escape the Wild West Review | You’ve struck gold but word got out and now the vultures are circling. Step into the Wild West, where the tiny frontier town of East Victoria is celebrating the discovery of gold.But the celebrations turn sour when news arrives that the bloodthirsty Bill French Gang are on their way to claim the gold – and kill everyone in East Victoria for good measure!

With no sheriff around and no cavalry riding to the rescue your only hope is a rusty old locomotive that hasn’t worked in years – but with just one hour to get it going and escape with your lives, you need to think fast and work even faster.

There isn’t a second to lose.

Completion Time: 53:21
Date Played: October 2019
Party Size: 3
Difficulty: Easier

Once upon a time, if you can believe it, the thought of going into a global pandemic was unimaginable! It is back to these innocent days I’m casting my mind to, in order to write about Escape Hunt’s Escape the Wild West. A day trip to Oxford in October 2019 with two colleagues and we were off to try out the Oxford equivalent of Operation Mindfall, the escape room The Fourth Samurai and to round off a perfect day – Escape the Wild West too.

Finding Escape Hunt Oxford

Whilst Escape the Wild West is available at many of the Escape Hunt sites across the UK, we chose to play at Escape Hunt Oxford due to it’s convenience from London – just a short train trip away, and an even shorter walk up from the station. Escape Hunt Oxford is located within the Westgate shopping centre and surrounded by delicious restaurants and things to see and do.

A Classic Non-Linear Escape Room

On the day of the escape, I felt a little unwell (hey, probably ate too much for lunch! In any case, not recommended!), but the non-linear nature of the escape room meant that I could take a little bit of a step back and root around for clues in amongst the cowboy memorabilia whilst the meatier puzzles were solved by my team mates! We took on this whirlwind wild west adventure in a team of 3 puzzlers with varying escape room experiences under our belt.

Essentially, your goal is to escape on a steam locomotive! However, along the way you’ll find plenty of hidden gold bars. You can collect these as you go for an even more spectacular escape, or you could flee the scene of the crime with nothing at all. Collecting gold bars comes with a price however. The more gold bars you collect, the heavier the train is and the more coal is needed.

In short – its a delicate balancing act, and how you choose to escape is up to you! If you find yourself with too much gold and aren’t able to power your train, you can always throw them out. This means the escape rate, practically speaking, must be very high. Thankfully we found 100% of the gold bars, and 100% of the coal to fuel our train. All in a days work for these cowboys, eh?

Photo (c) Escape Hunt

Welcome to the Wild West

One of the room’s most redeeming features is how well it’s been themed! Escape hunt’s rooms are nothing if not well themed to their genres, and Escape the Wild West is no exception with it’s 3-room space. First players must break into the station, and finally must break onto an old rusty locomotive.

Yes, you heard that correctly! There’s a whole train in this escape room that from the very first moment you look at it, you can’t help but want to beak into it.

I’m not familiar with what the actual Wild West is like, but I reckon it’s a lot like this. There are barrels and boxes scattered everywhere, and of course a lasso and several cowboy hats hanging on the walls. With real wood walls, it felt authentic. Musty and full of life and tension.

Plenty of Padlocks to Keep the Gold Locked Up!

In terms of puzzles, Escape the Wild West involved a lot of padlocks. This is not common for Escape Hunt games, which largely involve more outside the box puzzle solving and remote GM activation. But the number worked really well in the Wild West setting. I mean, why wouldn’t the Bill French gang have locked up their gold behind padlocks? I believe it.

Besides the padlocks, there’s a range of fun puzzles to do and they can be done in any order. These include some physical dexterity puzzles, some switchboard puzzles, and one slightly frustrating logic puzzle inside the train, the solution trigger for which needs to be triggered by the GM. But overall, each puzzle made sense within the Wild West. Nothing felt too contrived, and there was a good mix of things that each member of the team could work on separately or collaboratively!

Photo (c) Escape Hunt

The Verdict

At the time of writing, I’ve played every one of Escape Hunt’s escape rooms and I can safely say that Escape the Wild West is my favourite, followed by Blackbeard’s Treasure. If you’re looking for a family friendly day out and are in one of the many cities Escape Hunt is located in, Escape the Wild West is worth checking out.

Finally, a shout out to our Games Master Chris who provided a fantastic American accent to get us into the theme of the game up front. Yeeehaw!

You can book Escape the Wild West at a number of Escape Hunt venues.

Ratings

Quest: Mission Impossible Breakout | Review

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Quest: Mission Impossible Breakout Review | It’s present day Egypt, your mission should you choose to accept it, is to locate and disarm a dirty bomb targeting the nation and its ancient past. The clock is ticking to save yourself, save Egypt and save History.

Completion Time: 45 minutes
Date Played: 16th August 2021
Party Size: 2
Difficulty: Medium
Recommended For: Everyone!

The number of people I’ve met that have visited Jersey, even fewer of which who have played an escape room on the island, I can count on one hand… Which is why I couldn’t wait to book ourselves into Quest to try out their games!

No, literally… I couldn’t wait! We flew in at 9pm and after receiving the “All Clear” from our COVID-19 PCR tests, we booked in for the very first slot to play Mission Impossible Breakout the following morning. It was all the more special that our games master Steve turned out to be the designer of the Mission Impossible Breakout room at Quest himself.

*excited escape room noises*

Whenever travelling somewhere ‘off the beaten track’ in escape room terms, you have to ready yourself to either find an incredible hidden gem, or be disappointed. I’ve had both.

About Quest Jersey

Quest is located near the waterfront in St. Helier, Jersey’s capital. It’s located in the same building as Arcadia and can be found by following the signs for the arcade. I mention this as it did take us a few times to actually find the correct entrance, but once you’ve figured it out you’re golden.

It’s home to three escape rooms:

  • Mission Impossible Breakout
  • Space Quest
  • The Secrets of Horus

The first two are standard, 50 minute rooms and the latter is a shorter 30 minute game aimed at a younger audience.

Photo (c) Quest Jersey

Ancient Egypt Meets Mission Impossible in this Escape Room

Mission Impossible Breakout has a really unique theme! It’s Mission Impossible, with an Ancient Egypt twist. Now I’ll caveat and mention I’ve never seen any of the Mission Impossible films, but I’m 99% sure they aren’t set in Ancient Egypt.

When you first open the door to Mission Impossible Breakout you enter a dusty old Egyptian tomb complete with hieroglyphs, ancient mummies, sphynxes and dusty old research tomes piled high. The idea is you’re deep underneath Cairo in a site of historical importance and your mission is to find and locate seven bombs hidden around the world. If you get them correct it’ll reveal the location of the final one – here in Cairo! It’s primed and ready to wipe out the pyramids and all this history, so you’ve got just 50 minutes to find the bombs, disarm them, and make it out alive!

It’s a pretty unique twist on two common themes and despite my doubt about how such a theme could work, Quest really do nail it with a beautiful and realistic theme of both the ancient and modern aspects. The whole thing works together well, allowing for a difference pace and completely different vibe to each section of the game. Whilst you may have time to rummage through some old books and decipher hieroglyphs in the first part, you’ll have to quickly disarm a beeping bomb in the second!

Photo (c) Quest Jersey

Crack the Code, Disarm the Bomb

In terms of difficulty, Mission Impossible Breakout felt really well balanced. It’s a 50 minute long room and we tackled it as a team of two (one of us experienced, the other less so) and managed to escape with less than 5 minutes on the clock!

Clues were available by speaking with the Games Master, and we used one or two… Plus a couple of nudges in the right direction when we strayed way off the ball. In hindsight, we probably didn’t need the clues we asked for, but it’s better to escape with clues than not escape at all!

There’s a good variation in puzzles in this room, and players can expect to encounter a number of locks requiring 3, 4 and 5 digit codes or keys, a few logic puzzles, many search-and-find, and an element of geographical knowledge too. Though on that last part, don’t worry! Everything you need can also be found within the room. Overall, there were plenty of things I’d never seen before in any other room, and plenty of puzzles powered with some clever machinery.

Personally, we loved how much rummaging around there was in the room. It felt authentic – so much to discover! It was the type of room where you thought you’d found everything then suddenly spotted a secret compartment, or an object out of place. I love a room with plenty to do, and Mission Impossible Breakout had it all. As a team of two we escaped just in time, but a larger team would likely zip through this game faster than we did.

After exploring the ancient Egyptian area, we finally unlocked the ‘ending room’. I don’t want to give too many spoilers about what to expect in this room, but here we found the bomb and a rather brilliant laser maze you’ll definitely want to get down on all fours and try to navigate.

The Verdict

We spent the rest of our Jersey trip telling everyone who would listen how great Quest was – the hotel attendant, waiters, the captain of a boat..! I stand by this verdict even now, a few weeks later once we’ve returned to London. It was a real hidden gem of a game and any escape room enthusiasts visiting the Channel Islands must visit Quest.

Not only a brilliant room, but fantastic customer service too. On finishing the game we were walked around the room and several Easter Eggs and fun details we may have missed were pointed out. It was a joy meeting the creator, someone so passionate about escape rooms himself, and we both walked away smiling to celebrate in style at the local waterfront pub.

Mission: Impossible Breakout can be booked on Quest’s website here.

Ratings

Jersey War Tunnels: Operation Constellation | Review

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Jersey War Tunnels Operation Constellation Review | It is 1943 and Chief of Combined Operations, Vice Admiral Lord Louis Mountbatten, has conceived Operation Constellation, a daring offensive against the Channel Islands. A team of elite commandos are to land on Jersey and break into Ho8 (Jersey War Tunnels). Your mission is to access the German Commandant’s Office and find the locations of the newly constructed fortifications. You will have to search, identify clues and decipher puzzles to find the locations and discover the code to unlock the door.

Completion Time: 65 minutes
Date Played: 21st August 2021
Party Size: 4
Difficulty: Hard!

Imagine playing an historical escape room in the physical space it’s set… Such as escaping from a pyramid, except it’s actually in a pyramid… Or escaping a submarine that is actually sinking and- oh no wait, maybe not that one 😱

A slightly safer way to experience a genuine historical adventure is to check out Operation Constellation at the Jersey War Tunnels. During World War II Jersey was occupied by German forces and during this time the war tunnels were dug deep into the hillside in the centre of the island. They were built so that the occupied regime would withstand Allied air raids and are still in perfect condition today!

Deep within the heart of the tunnels is a little space set aside for an escape room: Operation Constellation. Your mission is to break into the occupied tunnels, access the Commandant’s Office, and find the location of the fortifications so you can transmit the information back to the Allies. The room itself behind the site of an actual Commandant’s office is equal parts eerie and unique, and it’s safe to say that this is a one of a kind experience.

But let’s get into the details…

The entrance to the Jersey Wars Tunnels.

About Jersey War Tunnels

According to Jersey War Tunnels website,

Dug deep into the hillside by forced and slave workers from nations across Europe, they now contain an underground collection of thought provoking exhibits that tell the fascinating story of Jersey’s occupation from resistance, through to starvation, then eventual liberation.

We arrived at 2.30pm and booked in for the 3pm slot. Since last entry to the museum is 3.30pm, we opted to purchase our tickets upfront and use half an hour before the room and another half an hour or so after our room to explore the historical side of the site. There’s easily enough to explore in the museum you could spend hours there though – so be sure to factor that into your booking if you’re planning to make a day of it!

One of the narrow passages off the main tunnel.

The World’s Most Authentic Escape Room

Whilst the plot behind Operation Constellation is fiction, the space it’s in is not. From the moment we stepped into the escape room, our whole team was seriously impressed by the attention to detail. It felt like stepping back into history, where every item we picked up was an original authentic object from the time, here used as puzzles and clues.

On the one hand, this was incredible. Everything felt real and tangible in our hands – no plasterboard or out of place wiring to be seen. Even the clue system was delivered via an old timey, 1940s phone perched on the walls. On the other hand, authenticity can sometimes go too far. This is the only escape room I’ve seen use a genuine swastika flag as part of the decorations… A controversial choice!

Controversial decorations aside, the museum has created many different types of exhibitions to tell the story of occupation: from interactive bunkers, to video performance, to an incredibly immersive tunnels sequence (that may have made me jump out of my skin!). Each exhibit is respectful of the victims, and I’ve no doubt that every consideration was made with their escape room too.

Photo (c) Jersey War Tunnels

Puzzles and Panzers

In terms of puzzles, Operation Constellation is absolutely packed. I can completely see why they recommend the room for teams of 4 – 8. You need at least 4 brains working on things simultaneously if you want to escape in time. Your goal, if you choose to accept it, is to track down the locations of newly constructed fortifications across the island. Each location is on a piece of card with a corresponding key, and each is hidden behind walls and walls of puzzles.

Many of the puzzles we encountered in this room were quite meaty, meaning one person could be occupied by a single puzzle for a big portion of the time. This gives a lot of opportunity for specialisation – got someone who is good with words? They’ll quickly find their forte. Numbers? There’s something for everyone. In particular, since no one player could possibly solve everything, I worked on a word-based puzzle, which played to my strengths and meant that each time another player found a clue they could quickly hand it to me and move on with what they were doing. Similarly, another player chose to focus on a numbers puzzle which took at least 15-20 minutes to solve alone.

Along the way, there’s also a lot of searching and finding. Operation Constellation is a deceptively big room with a lot of cupboards, shelves, books and hidden Easter Eggs to be found. With all the items being so authentic, there’s no way to know what is decor and what’s a genuine puzzle – so check everything!

To help you along the way you have access to just 3 clues – these were delivered via the phone on the wall. That said, there’s technically a 3 clue limit but we were offered one additional, bonus one, when the time was really ticking down at the end and it looked like we wouldn’t escape in time! We technically did run out of time at the end, but our GM was kind enough to give us a little extra time.

Based on our team of 4 of wildly differing skill levels (one player had never played any escape rooms before!), I think we didn’t too badly running just a couple of minutes over the time limit. There were so many keys, so many codes, so many awesome things to find – making Operation Constellation a very impressive room!

Photo (c) Jersey Wars Tunnels

Is Operation Constellation Worth It?

To be sure, Operation Constellation is a quite expensive escape room. It costs a flat rate of £150, and the room can take teams of between 4 – 8 people. At the smaller team size this puts the room at £37.50 per player, and £18.75 if you can rustle up 7 other players. Due to the price, the room size and complexity of puzzles, I wouldn’t recommend doing it with any fewer than 4 players, though its technically possible if you get in contact with them in advance.

That said, your booking for Operation Constellation does not include entry to the museum, which is an additional £15 per person. If you don’t purchase museum tickets, you’ll be escorted into and out of the museum quite quickly… But in all honesty, visiting the museum is part of the experience and not to be missed!

Altogether, for a team of 4 including museum tickets you’re looking at £52.50 per player. At 8, it’s £33.75 per player.

Is it worth it? Well, maybe. A few days before our booking we got chatting to a few local folks who had the room booked for a stag party later in the week. They’d booked just the room (and not the museum) and were thrilled to find an activity so unique that could accommodate their team of 8. Fantastic!! It’s a perfect room for a team like this. On the other hand, if you’re a tourist on holiday in Jersey it’s unlikely you’ll be travelling in a big group, but you never know! If you can afford it, have at least 4 players in your party, and you’re visiting the Jersey War Tunnels anyway, then why not?! Operation Constellation is like nothing else in the world so worth a trip.

Operation Constellation: The Verdict

Operation Constellation is a very impressive room located in the heart of Jersey, an amazingly unique way to experience the local history, and packed with fun puzzles to boot. It’s the perfect escape room for a large group, for example for a birthday party, stag or hen night, or even a work team-building event. We had a lot of fun playing it in our little team of 4.

The best part? Jersey Wars Tunnels are hard at work building another escape room, truly solidifying the island as an excellent destination for escape room enthusiasts all over the UK.

To book Operation Constellation at the Jersey War Tunnels you can head to Jersey War Tunnels website here.

Ratings

The House Of Da Vinci 2 | Review

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The House Of Da Vinci 2 Review | Become an apprentice of the famous Leonardo da Vinci. Solve handcrafted mechanical 3D puzzles and discover hidden secrets. Navigate through mesmerizing environments of the Italian Renaissance. Travel through time to influence your surroundings. 

Developer: Blue Brain Games 
Console Played On: Nintendo Switch 
Touchscreen Compatible: Yes 
Number Of Players: 1

I asked Leo to do my makeup. Needless to say, it took a while.

Do you wish that you lived in the renaissance era? Check ✅

Would you like to work for Leonardo Da Vinci? Check ✅

Would you like to travel back and forth through 16th Century Italy? Check ✅

Well if so, this puzzle game might just be for you. 

“Painting Is Poetry That Is Seen Rather Than Felt, And Poetry Is Painting That Is Felt Rather Than Seen.” 

The House Of Da Vinci 2 starts by (literally) taking no prisoners. As the character Giacomo, you are guided to escape your prison cell, to meet with a mysterious character; proposing an offer you cannot refuse.  

The look and feel of the game are idiomatic from the beginning. Furthermore, the detailed aesthetics of the puzzles are in some cases, stunning; adding to the responsibility of drawing the player into the game’s world with ease. 

My one drawback from an immersion perspective is the voice acting, which at best, is wooden. The cut scenes in the game are heavily driven by NPC dialogue and it does take a slight shine off an otherwise, immersive experience. 

Real feels Leo. Real feels.

“Once You Have Tasted Flight, You Will Forever Walk The Earth With Your Eyes Turned Skyward…” 

I’m in two minds about the control. The handheld control I found intuitive and easy to get on with. The console-docked method however I found to be quite the opposite. 

Handheld allows you to either use the joy-con controllers, touchscreen or an interchangeable hybrid of both. There are plenty of calibration tweaks that can be applied in the options menu, for further customisation and personal comfort. 

The console-docked method involves a single detached joy-con only, to be pointed at the TV, like a mouse. The biggest setback; is that this method is right joy-con compatible only. The left joy-con has no option to be used. (If you saw our Palindrome Syndrome review, I mentioned that I am left-handed). Therefore, I didn’t feel comfortable using this control method. It is something I would like for the developers to consider, if any updates are on the horizon. 

“…Realise That Everything Connects To Everything Else” 

The majority of puzzles presented, are logical and satisfying to complete. Puzzle types include observation, searching, placement, logic and math. Be warned however that observation and attention play a huge part in the player’s success. There were a few times that I was stuck in a room, pressed for a hint and was asked to merely open a door handle or a latch to a drawer. These slip-ups were sometimes my own poor attentive skills, but in some cases, it was due to the mechanisms not being signposted clear enough on screen to engage with. 

The hints system works well in gradually assisting the player to the next progression, usually in 2, 3 or 4 stages. The collection of hints per puzzle are unlocked gradually through time spent looking around and attempting. This is a very organic process and strikes a fine balance between getting stuck for too long and spamming the hints from the off, preventing the risk of an overly-easy playthrough. 

A Led Zeppelin song comes to mind…

Art Is Never Finished, Only Abandoned.” 

What I like most about The House Of Da Vinci 2, is the reason that Giacomo becomes Leonardo Da Vinci’s apprentice. I’m not going to spoil it for potential players, but it is a fantastic story-piece, that bolsters the narrative’s depth. 

Whist I mentioned above that the puzzle aesthetics are generally strong, the puzzle mechanics and types are not that varied. A lot of the puzzles require acute observational skills and, in some cases; can come off as pedestrian. Because of this, some players may find the game at times, repetitive and frustrating. 

That being said, the return of the time travel mechanic from the first game; whilst not a completely original concept, is still exciting; adding further depth to the puzzles presented. There is a great satisfaction in going back in time, to change a prop’s position or picking up an item, thus carving out a solution in the present. 

Priceless Art Or Worthless Fake? 

The current value for The House Of Da Vinci 2 varies based on console choice. Mobile is priced at £4.99, whereas Switch is £8.99. Steam however is priced at £17.99. I’m going to base this on the console played (Switch), so add or remove a star for value for money, if you opt for one of the other two choices. 

£8.99 I feel is a very reasonable price point for a game that will provide around 10 hours worth of solid, enjoyable game play. 

For The Artist Or The Apprentice? 

I’m going to put it out there and say that the majority of content in The House Of Da Vinci 2 is not difficult… as long as you pay attention. It is a game that rewards you for having a keen eye for nuance and the finer details. It’s when your mind might wander; for example, you look at your phone for a brief moment, during a short, automated cut scene; you miss an integral part to progress, and therefore have no choice but to use hints. (Yes, this did happen to me *cough*). 

Bottom line, if you have a short attention span; you might struggle, and yes, I am calling myself out here. 

Rating 

This is a good game and has many reasons for it to be considered as your next purchase. Whilst there are some niggles and frustrations, these are often minor and do not take away from a satisfying experience.