The Tomb of the Wandering King Review | The find of the century has been uncovered in the depths of Yorkshire – The Tomb of The Wandering King, a mysterious figure, lost to history. But the archaeological team have been silent for weeks. You arrive to find a dig site, long abandoned, and the mouth of the Tomb ajar and aglow. Who – or what – is this Wandering King? And what secrets lie beneath the soil?
Date Played: 8th May 2022
Number of Players: 4
Time Taken: ~1 Hour
Escape rooms and crazy golf... Not something I’d usually pair together, but after seeing how excellently Hackers has accomplished it, a trend I hope to see more of across the country. Add into the mix a well stocked bar and a fantastically enthusiastic bar-tender who was a dab hand at whipping up martinis for us, and you have a brilliant mix, truly putting Billericay on the map as a destination for a thoroughly fun day out.
On one such beautiful sunny Sunday, myself, Karen, Nick, and Nick’s kid arranged to travel in from our respective corners of ‘The South’ to take on not one but two brand new escape rooms. Not just any old escape room either… Two new creations by Time Run and Spectre and Vox alumnus Nick Moran – what a treat!
For many reasons *gestures vaguely*, this will be a difficult escape room to review, as it’s hard not to reveal too much about the game. But trust me when I say, this is a room you want to go into with absolutely no expectations. Expect the unexpected. Expect “ooohs” and “aaahs“. Expect to have your heart strings tugged at. Expect difficult decisions. Above all, remember that this escape room is all about the journey and not the destination and my God, what a journey.
About The Tomb of the Wandering King
The name of this escape room evokes such strong imagery in my mind… Something between PB Shelley’s Ozymandias poem, and the Tomb of the Unknown Soldier. In both cases we, as the audience, are asked the question:
Who, or What is the Wandering King?
This escape room challenges players to find out exactly that. In this way, it’s not your classic “you’re locked in a room and you have 60 minutes to escape.” Actually, quite the opposite. We were never verbally given a time limit and, although we took around an hour to complete it, I didn’t get the sensation of time pressure at any moment at all. We were merely there to investigate and to see where the tides of our investigation might take us.
In this way the focus throughout the experience was less on the puzzles (more about those later) and more on the journey of being there and experiencing the story. The puzzles merely served as triggers to advance the story and uncover new rooms as we ventured along. The strangest thing? I didn’t even mind. Within minutes I was 100% there for the story.
That story! The character development! Ugh, give me more!
I met a traveller from an antique land
The story begins with you, an intrepid team sent to investigate an archaeological dig that has gone unusually quiet. Your mysterious benefactor has a financial interest in the dig, but doesn’t mind if you (or the archaeologists) study what they’ve found first. So long as the profit goes straight to him.
You arrive in the first room to an abandoned dig site. Initially it looked like something out of a vintage ‘camp forest’, complete with it’s log cabin, radio dials on the walls, and soft wood chip flooring. How… Curious! We were alone, yes, but a series of video and audio recordings left behind by one of the archaeologists kindly provided us expositional material and got us started on the journey. Having that anchor to a character along the journey was very helpful, and she was all parts charismatic, determined and brave.
Our mission was simple – retrace the archaeologist’s steps and uncover what she was digging up. You probably know the drill: a mysterious (and very well decorated) tomb entrance with an ancient and cryptic mechanic to get inside it. But here, unfortunately dear readers, is as far as I can go into describing what happens.
You’ll thank me later for not explaining any further, even though I’m dying to.
But what follows is an hour (or more) of following our fearless archaeologists steps, finally making contact, and doing some things that shake the foundations of what we know about, well, *gestures vaguely* all of this. If I weren’t with company, I’d probably have cried a little at the ending.
Nothing beside remains. Round the decay…
In terms of puzzles, individually they were probably the weakest part of the escape room experience. But even take this with a pinch of salt, the real reason I think you should visit this room isn’t for ‘excellent’ puzzles, it’s for pure atmosphere and story. But since this is The Escape Roomer, we’ve gotta mention them.
In our session, our Games Master kindly let us know that there was one puzzle that wasn’t working correctly so they were going to provide a manual override on it. If we hadn’t been told, I don’t think I would have noticed as it was very easy to bypass, but it was nice of her to let us know.
Of those puzzles that were working, we found this room to be a very high tech room. A lot of screens, buttons, and fancy wiring in the back-end. Not a single lock and key in sight. Okay, well maybe just one. But as a whole this is a high tech room. I’m always a little questioning of very high tech rooms as they tend to be the first to break (our own breakage not withstanding), but since we’re one of the first teams to play it I’m not in a position to judge how they’ll hold up long term.
High tech or not, every single puzzle we encountered worked very well within the environment. Nothing immersion breaking, and some really brilliant moments of mimetic puzzle design that were a delight to play.
There were a few puzzles that were definitely open to interpretation, and there were a few more that were needlessly finnicky. At a point sometimes finnicky puzzles are more about luck than about skill, but we got there in the end after much huffing. There were a few ‘sound’ puzzles which didn’t gel well with us as a team – we’re all completely tone deaf and found these to be more frustrating than anything else. Finally, there were a few puzzles that were quite similar to one another in functionality.
Again, take this with a pinch of salt. If you’re like me and viewed the puzzles more as a mechanic to further the story – then you’ll be fine. But it’s worth mentioning as besides a few standout fun ones, we didn’t enjoy the puzzles as much as we might have done.
…Of that colossal Wreck, boundless and bare…
…And right back to the positives. Starting with the decor. The decor was *dramatic chefs kiss* beautiful.
I genuinely felt like it might be the most pretty and awe inspiring room I’d ever experienced. At least until we stepped into Blood Over Baker Street the next room we had booked at Hackers.
The space was huge and no expense spared to make it look, feel and smell realistic. Every detail perfectly encapsulated the theme of the environment and it was a joy to just physically be there. Can Nick and his team please come round and convert my apartment into a super realistic fantasy world? Please and thank you.
…The lone and level sands stretch far away.
Sometimes on The Escape Roomer, and in life in general, I like to describe escape rooms as like films. Only you play the main character. Thriller, horror, magical? It’s always about you and your quest. 90% of the time it’s an accurate description. But after playing Tomb of the Wandering King with it’s intense level of immersivity I’m going to rethink how liberally I give that description to other escape rooms. Few can hold a candle to the level of storytelling and immersivity in this game. It’s like something else entirely.
If my tone of voice and general gushing weren’t obvious, I cannot recommend Tomb of the Wandering King highly enough. It ticked so many boxes for me personally and I am a big fan. For sure, I think the puzzles brought the overall rating down from a 5 to 4, and if you’re an enthusiast who looks for excellent puzzle design before making a trip then perhaps book yourself into Blood over Baker Street instead. But for me? Tomb of the Wandering King is well worth the trip and goes down in my personal hall of fame.
For this, and many other reasons, I’ve decided to award this escape room the “I Believe” badge, awarded to experiences that had us immersed from start to finish.
In terms of accessibility there were some cramped spaces, low lighting conditions, crawl spaces, objects placed quite high up in various rooms, and sound-based puzzles. For those reasons it’s not the most accessible in the world. That said I’d recommend reaching out to Hackers about your specific accessibility needs if that’s a concern.
In terms of recommendation – we had a young lad (Nick’s son) with us. Whilst I’d love to say it’s a great room for kids, being on the longer and more narrative side it is hard to capture a kid’s attention for that long. It’s also fairly scary with some real moments of threat. So I’ll leave that at individual adults’ discretion, but I personally wouldn’t recommend it for anyone younger than say, 14.
The Tomb of the Wandering King can be booked by heading to Hackers’ website here.