A Warp Core team ventured back to 1692 Massachusetts, the location of the Salem Witch trials, in search of a magic wand and spell book but they never made it back to the ship. Will you join the rescue mission to bring them, and the magical artefacts, home safely?
Completion Time: 61:45
Date Played: 25th April 2021
Party Size: 4
Recommended For: Everyone!
Woohoo! It’s Escape Game Olympics part… *counting on fingers* okay, okay I’ve lost count, but I reckon I’m getting into the flow of it now *flexes muscles*. Nevermind that we only placed 15th this week… You can’t win them all, and anyway it’s the taking part that counts! Right? Right?!
The truth is I’m actually having a LOT of fun playing a new escape room game every week, and I was super thrilled after the success of The Warp Core Part II to see Part II in the roster. ClueHQ have really outdone themselves with this series, each game so far is an absolute delight (and better than the last!).
Part III is markedly more difficult than Part II, if the “time to complete” weren’t already a giveaway. There’s just so much to do in these rooms – I love it! So many nooks and crannies and unique interfaces to point, click, drag, button mash. In this game we found ourselves crawling around through caves, casting spells, and transfiguring animals. So darn creative. A round of applause!
I missed “Part I” of The Warp Core series and now I’ve come too far along to go back and play it, so I have to admit I don’t fully understand the over-arching plot. I admit, it’s my fault! But here’s my vague interpretation of what is happening in The Warp Core:
You and your team of intrepid explorers have a TARDIS- I mean, it’s a time machine. Just a general, sci-fi time machine. Any resemblance to fictional alien spaceships is purely co-incidental (I’m kidding! Haha). Your goal in each of The Warp Core games is to go to a specific time in history and steal an ancient artefact. At the end of each game you store that artefact in the ‘Artefact Hatch’. It’s likely there’s a greater purpose to all this, but in the mean time I’m enjoying the ride.
In Part III, you journey back to Salem in the time of the infamous witch trials. The year is 1692 and there’s magic afoot. This time it seems you’re not just there for an artefact but you’re also looking for a missing team of Warp Core treasure hunters who disappeared around this time. What on earth did those witches do to the treasure hunters? Can you find them? If you don’t hurry their fate will also be yours! Go go go!
The Warp Core Part Three takes place in a piece of software called Telescape and honestly I think it is the best example of Telescape from any company out there right now. As well as the typical 360 degree view of a space that by now I expect, Warp Core is multi-room, meaning you unlock not only new physical spaces but also other additional spaces which would not be technically possible in a real escape room experience. You can move around, zoom in, and click on things, and often this will trigger an interesting video sequence or a fully interactive interface.
Again, I have to reiterate that Warp Core III is impressive in the world it creates and in particular for those moments which would not be possible in the real world. For example (and minor spoilers here – this is information available on their website so I think I’m free to mention it), in a real escape room would you really come face with a witch or wizard and be able to enter into a spell casting battle in real time? Could you cast spells and physically see the result of your spells in front of you, such as things materialising or transforming? Can you cut shapes out of materials and have them transform into the real thing?
I reckon the answer for each of those things is no. At least, in 2021! I dunno you might be reading this blog post way out in in the year 2500 and all that stuff is possible. But right now, I AM IMPRESSED. This game is excellent!
The puzzles in Warp Core III are pretty cool too. It felt as if the designers paid a lot of attention to detail and furthermore really pushed the limits of what is possible in a digital space, which is cool. Using my magic wand, I was able to draw shapes and physically manipulate objects around me… With magic!
That said, we did get fairly stuck! Not only is there A LOT to do in one small escape room, but the puzzles were a big step up in difficulty from Part II which he how we came to take a lot longer to finish it. However one of the main places we ‘got stuck’ wasn’t due to the difficulty of the puzzles, but more because we didn’t think to look in a place where the next clue was to be found. Oops! So piece of advice: check everything and check it twice!
My favourite puzzles involved Scanny Tim. No spoilers here, but I loved the addition of a handheld device that helped advance the game in very unexpected ways!
I am a huge fan of The Warp Core series and I cannot stress enough what an impressive piece of tech it is! The creators have gone above and beyond in creating a brilliant play at home experience and I only wish we weren’t playing these competitively so I had more time to soak it all up and enjoy. I’m super stoked to see what Part IV will bring! Bring it on, Warp Core!!
The Warp Core Part 3 can be booked for £15 on ClueHQ’s website here.
Mairi is the editor-in-chief of The Escape Roomer and writes about news, and reviews covering London and UK south.