The Blue Coconut: Echoes of Stardust | Review

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Echoes of Stardust Review | Dance your way into the vibrant world of the “The Stardust Palace”, where groovy tunes and hidden mysteries await! Are you ready to immerse yourself in an adventure that will transport you back to the neon-lit heart of the 1980s disco era? Prepare to solve enigmatic puzzles, decipher cryptic clues, and unravel secrets from the golden age of disco!

Number of Players: 4
Time Taken: 40 minutes
Date Played: October 2023
Difficulty: Easy

Recently I travelled down to Sheffield to hang out with Al, Ash, and our friend Tasha (collectively, and separately of Escaping the Closet) which meant a weekend of escape rooms and tabletop puzzle games! Of course, it would also be that weekend I’d forgotten to bring the bag packed chock full of board games – so imagine my delight when I unzipped my small backpack to find I’d slipped one (just one) game in there. This one! Praise be to envelope sized light-weight puzzle games that are also printable just in case you forget your files at home.

I also packed The Blue Coconut’s other game, the spooky “Curse of Blackthorn Manor“. But on glancing through both of them, we collectively decided to leap into the light-hearted disco themed romp complete with dazzling font and bright and exciting colours.

 

Echoes of Stardust Review

Image (c) The Blue Coconut

 

The Blue Coconut themselves are prolific Etsy sellers sporting, at the time of writing, some 3,500 sales all around the world and a 5 star rating across the board. Some portion of their sales seem to come from a previous version of the business from 2015/2016 where the duo specialised in art prints. But then in 2021, The Blue Coconut was born (or reborn) as a tabletop puzzle game creator. Since then, they’ve been making anything from murder mystery games to more traditional puzzle games to popular response. In fact today, if you log into Etsy and search “escape room” you’ll probably see them pop up in one of the very first listings. Outside of Etsy, the team is slightly less known – which is a shame, because having played through two of their games now, I had fun!

But let’s get into it… What sort of fun can a player expect from Echoes of Stardust?

 

About Echoes of Stardust

Echoes of Stardust is a short puzzle and murder mystery hybrid game. You, the player arrives at The Stardust Palace after receiving a letter from “Vincent Groovemaster”, the venue’s owner. The star of the show, Celeste Nightingale was found murdered, and we had three missions to complete:

  1. Find the identity of Celeste’s killer
  2. Discover the location of Celeste’s cryptex
  3. Decipher the code to the cryptex to find out what she’d left within it

To solve those three missions, you’re faced with a range of puzzles. This is very much a “tip the contents of the envelope onto the table and explore” type of game, so there wasn’t too much in the way of signposting – we could tackle any puzzle in any order.

A few of them we got super easily. Of those, we picked up the killer’s name right away, for example. A few others required a little cutting and sticking – in one instance a jigsaws-style puzzle, and in another assembling a CD cassette case (so retro! I love it!). Since there were 4 of us, we split across the table into 2 groups of 2 and got solving, occasionally swapping clues when we got stuck on something in particular.

Guiding you along the way is a small business-card with images of which aspects of the game need to be used together to solve a puzzle. If we needed a hint, there was an online web portal we could go to to find out more. In the end, we used on hint on what I think is the very last puzzle in the game. It was a classic case of “we were overthinking this”, but a little extra signposting on this puzzle may have gone a long way.

 

The Physical Papers from The Stardust Palace

 

In terms of quality, Echoes of Stardust is available in two forms:

  • Print at Home
  • Shipped in an Envelope

We opted for the former, and ours arrived in a cute pink envelope inside a more stable cardboard envelope to protect it during transit. Since the game is essentially a printable game, everything in the envelope was a simple paper puzzle, with the occasional item on more durable stock including a metallic scratch-off solution reveal, and a shiny brochure stock.

 

 

Visually this game is beautiful… Well, at least until closer inspection when I realised that the majority of the eye-catching art is actually AI generated. Here at The Escape Roomer we are not huge fans of AI art. We get that there’s often a need to iterate on a design very quickly at the prototype level, but seeing AI art in a finished project is a big no no for us and we, at The Escape Roomer prefer to support human designers and human artists who have been fairly paid for their work.

With that elephant in the room out of the way, we can go back to the fun part. What is our verdict?

Echoes of Stardust: The Verdict

Well, Echoes of Stardust is very much a more entry-level escape room experience, and as a result isn’t targeting the enthusiast market. The team has chosen a formula (word answer, then digits for all other puzzles) and stuck to it across their games that I can see. Forcing puzzles into the box of “the output has to be a 3 digit code” or “a 4 digit code” doesn’t always make for the most interesting puzzles. I think the game could have done more with the theme, or been more – perhaps with a more cohesive storyline, or more unique puzzles. Personally, I would love to see the team do something that breaks their own formula. A bigger, more encompassing murder mystery which creative and mimetic puzzles that fit well into the universe they have created. Rather than a puzzle arbitrarily outputting a 3-digit code, perhaps you’re retracing the victim’s steps, or comparing fingerprints to suspects, or listening to music that contains backwards speaking in a creepy final message the victim left us – just the little things that make more ‘mimetic’ sense in the universe of ‘solving a murder’.

But all that said, for the low price and fun visual presentation, Echoes of Stardust hits the spot and ticks enough boxes for us to be called fun… And 3500 five star reviews on Etsy can’t be wrong. They’re clearly doing something right, that their target audience loves!

I would recommend this for the casual puzzle player looking for something fun on date night, or a game at home with friends. For an even better experience – you could probably use actual digit locks and a cryptex (if you have such things lying around your house – unfortunately I do, haha!) to lock away fun disco-themed prizes that are revealed once you solve the puzzles.

 

Echoes of Stardust can be purchased as a printable game, or shipped directly to you by heading to The Blue Coconut’s Etsy here.

Please Note: We were not charged for our experience, but this hasn’t affected our review.

 

Lost Sock Studio: Escape from Mystwood Mansion | Review

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Escape from Mystwood Mansion| In this first-person puzzle escape room game, you are trapped in the mysterious Mystwood mansion. Explore the mansion and find hidden compartments while solving puzzles and deciphering codes to find a way out. Will you escape or linger to uncover the mansion’s final secret?

Developer: Lost Sock Studio
Date Played: September 2023
Console: Steam
Number of Players: 1
Time Taken: 100 minutes

I don’t know why but I get really excited when I see a new name or new game studio pop up in our little ‘escape room’ niche corner of the internet. So when I started hearing about Escape from Mystwood Mansion from the brand new studio “Lost Sock”, I was more than intrigued! Lost Sock are about as indie as it’s possible to get – they’re a game developer duo from Sweden and this is their first release. And, well, for a first release, I was super impressed! Tt’s polished, the puzzles satisfying, and it’s comfortable to play. It’s also very marketable. I mean, that spooky old mansion and launching right before Halloween, it’s *chefs kiss*.

But enough about the marketability of a game like Escape from Mystwood Mansion, and let’s get into the nitty gritty of why I enjoyed this game!

 

Deliver a Package to the Library or Face the Consequence

Escape from Mystwood Mansion opens with you, the protagonist, stepping out of your delivery truck with a package. You knock on the door, the door swings open, and very quickly you find yourself trapped. You are Test Subject Number 83, and it’s clear from the narrative of the game you’re not the first to be locked in by the house – nor will you be the last!

What follows is a classic escape room adventure as you move from room to room, solving puzzles, finding keys, cracking codes, and uncovering secret doors. Sometimes you’re breaking things too. I love breaking things.

 

 

At the very beginning, you’re given the instruction to “deliver the package to the library”. I actually never got to deliver the package to the library – I think I lost the package somewhere along the way, although I did (for a while) try to keep it with me. Whether this means I ‘won’ or not, I’m not sure, but I certainly escaped and so I’m calling my 110 minutes in the game a resounding success. I escaped from the library itself, as well as a lovely conservatory room, several secret (and slightly creepy) hidden passages, and the foyer.

Now, on my successful exit from Mystwood Mansion, I discovered a secret door that hinted that there were a few tiny details I had missed. At the time of writing, I’ve unlocked two out of the three secret locks to the secret room, and I’m thoroughly looking forward to going back and figuring out what is behind the mysterious final door. But for the meantime, the game is complete.

It’s very hard not to compare this game to Escape Simulator. Thematically, it’s quite similar to the Escape Simulator levels set in a spooky old mansion. The controls feel the same, the movement feels the same, and even a few puzzles are very similar. The game gives me the feeling of playing an Escape Simulator level, for example one from the vast wealth of community workshop escape rooms available on it’s platform. One of the most memorable puzzles in Escape Simulator was a ‘butterfly sequence’ puzzle in which you could move the butterflies around in order to complete the sequence. Now, sequence puzzles are common, but sequence puzzles specifically involving butterflies… Less so!

 

The View from the Butterfly Room

 

But for each ‘this is similar’ puzzle, there were countless others which were wholly original – so there’s a balance for sure. It also differs from Escape Simulator in a few marked ways. The levels are enormous, and each room rolls onto the other to build up a big picture of a large house. There’s an underlying story, and touches of light humour I really appreciated. Fans of Escape Simulator will love this.

 

Puzzling Through Mystwood Mansion

In terms of puzzles, I really enjoyed these. In fact, the puzzles were some of my favourite things in the whole experience. They really felt like escape room puzzles in the classic sense of the word. A few I recognised right away – there’s some pretty common ciphers in there, including Morse Code, Pigpen, as well as a few dashes of anamorphic text and negative space puzzles. But even then, there were plenty other puzzles I didn’t recognise at all and gave my brain a run for it’s money! Over the course of the game, I used very few hints – just a few to confirm what I already knew if something wasn’t working quite the way I expected.

Escape from Mystwood Mansion probably errs on the side of a little short for a game in the genre. For a seasoned escapist who wants to complete everything in the game, you’re looking at around 120 minutes. I took 110, with plenty of breaks, and didn’t quite complete everything. So let’s add on 30 minutes for “going back in and looking for hidden clues I missed”. To get 100% achievements, you’re probably looking at 3 hours. Each ‘room’ itself takes around half an hour to solve, so you’ve travelling through the game quite quickly.

I had almost no technical issues with the game. I say almost, because I did tweak the settings in order to make my playthrough slightly more comfortable (I like my mouse sensitivity as low as possible!), and secondly because I’m convinced that after searching a room top to bottom that a key item was missing – and needed to reset the level in order to find it in it’s place. Personally, I think the extra item disappeared into the ether. Knowing me I probably picked it up and moved it, but after a good 15 minutes of searching, I had no choice but to reset the room.

 

 

The Verdict

I’m giving Escape from Mystwood Mansion a solid 4.4/5. Yeah! That’s quite high, but I stand by it. I genuinely had fun playing the game. There’s been a big “escape room game” shaped hole in my life right now that nothing on Steam was quite scratching, and this game came along at the perfect time. It felt spooky, and cosy and exciting in all the right ways, and I felt the designers attention to detail was second to none. I’m also genuinely in awe that it’s the company’s first game. It had a really professional level of polish and I’m absolutely certain this game will be a success.

Is it perfect? No, of course not. But is it good? Yeah! It really is.

I’d recommend this game for just about anyone, but if you’re a big fan of physical escape rooms, this one is fantastic.

 

Please Note: We were offered a free Steam key in exchanged for an honest review. This does not affect the content of our review.

Escape from Mystwood Mansion can be downloaded from Steam.

Mystery Guides: The Mystery of the Gunpowder Snitch (York) | Review

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Moments before Guy Fawkes lit his fuse an anonymous letter tipped off the authorities and foiled his dastardly plot… Who wrote the letter? Nobody knows, but a dusty diary found beneath the floorboards of an old York pub could finally expose him, and this is where you come in…

Date Played: August 2023
Time Taken: 3 Hours
Number of Players: 3
Difficulty: Easy

The Guy Fawkes Inn in York is famous for a couple of things. Firstly, the pies. Steak and ale with a beautiful pastry. Very tasty indeed. The other thing (arguably the main thing) is being the birthplace of Guy Fawkes – hence the name…

Yup, Fawkes is kind of a big deal around these parts. Him, Dick Turpin and Vikings. If you’re looking for a theme, then one of those three will probably do the job, and in The Gunpowder Snitch the notorious plotter’s deeds take centre stage.

Presented in a colourful, well-put-together booklet, The Gunpowder Snitch has you eliminating suspects, colours, seasons, and several other things Cluedo style until you are left with the pieces required complete the final puzzle. These allow you to discover exactly who was responsible for the writing of secret letters that, ultimately, foiled the plan. You do this by following a route, finding the relevant landmark, and then using it to somehow decipher a coded message before moving onto the next. Between the puzzles are background details, diary entries and antiquitorial titbits to help fill out the story.

Location, Location, Location

York is the perfect city for such an activity. It’s dripping in history – both horrible and otherwise – and you can’t kick a bush without several ‘most haunted’ pubs scurrying out. There are so many interesting nuggets lurking around, that this mystery barely covers a quarter of the famously condensed city, however that’s not to say there’s a lack of content. The distance travelled was just over three kilometres, took roughly three hours, and included many points of interest that could be missed easily as a tourist. In fact, even having lived there for over a decade, some of the plaques and shields that were required for the puzzles had somehow managed to evade us until this book pointed them out.

 

The Hunt for the Snitch

Following the clear directions on the pages will see you traverse a section of the famous walls, duck through a snickelway*, and witness plenty of other quirks. Though, if you wanted, you could easily stretch the experience out to a full day by exploring on your own between clues.

Usefully, when the planned routes presented potential hurdles (no dogs allowed or the steepest, narrowest stairs ever created) an alternative was always provided. Though, York can get extremely busy at weekends and some of the areas you need to pass through are obstacle enough in themselves. Especially if you’re looking to stop, stare and ponder instead of being pushed along with the crowd. One puzzle required us to locate and read something that was literally being smothered by a street performer and the huge crowd that had gathered to watch. Another was in one of York’s smallest and busiest streets where every molecule of space was filled with people queuing to secure themselves a small pottery ghost**. Thankfully this has been thought of and, as well as further hints on the back of the book, the clues are available via QR code should you simply be unable to reach your desired destination.

 

York-based Family Fun

The challenges themselves shouldn’t tax seasoned puzzlers. Most of the tasks are simply a case of finding a particular object and substituting letters for symbols in one form or another. It’s fairly basic, but that’s by design. The bright colours and cartoony Horrible Histories feel telegraphs the experience as one for the family and kids will love searching for clues and helping with some of the easier decoding. There’s certainly a little something for the adults too, though… As well as starting and ending in two of York’s oldest pubs, there are another two visited along the way, offering suitable points to sit, grab a drink and – in our case – argue about what Minerva was the goddess of*** without succumbing to Google. Fun times.

The Verdict: The Mystery of the Gunpowder Snitch

This isn’t a breakneck, high-octane race around York full of fiendish puzzles. It’s a great family day out. It’s also an excellent way to see some of the sites if you’re visiting for the day and partial to the odd anagram. If that’s what you’re after, then you’re sure to have a great time.

 

Notes

* Essentially a narrow street. A portmanteau of snicket, ginnel and alleyway. Legend has it that the Barghest roams them waiting to prey on lone travellers, so maybe bring a friend.

** The York Ghost Merchants on the Shambles benefitted from their model ghosts going viral on TikTok. They are VERY popular.

*** Loads of oddly unrelated stuff, apparently. Including justice, weaving, wisdom, medicine, trade and strategy. It’s no wonder we couldn’t pin it down.

 

The Mystery of the Gunpowder Snitch can be purchased from Mystery Guides website here.

Note: We were not charged for our experience but this does not affect our review.

Mysterious Package Company – Body of Evidence

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Body of Evidence Review | From the devious minds at the Mysterious Package Company comes a new type of game: Body of Evidence. Dissect the clues in this grisly web of deception and intrigue. Body of Evidence will test your skills of observation, pattern recognition, and will push players to the cutting edge of a detective investigation. A murder mystery experience, with a twist!

Date Played: August 2023
Time Taken: ~2 Hours
Difficulty: Easy
Number of Players: 2

Please Note: We received a complimentary, pre-launch copy of Body of Evidence with the expectation of a review. This does not affect the content of our review.

The Mysterious Package Company, a company based over in Canada and best known for the Curious Correspondence Club series, among other spookier experiences, recently gifted us an exclusive sneak peek of their new game ‘Body of Evidence’ which will soon be launching on Kickstarter! Although there are still a few production elements to finalise (such as the construction materials and some of the writing) this was a great insight to what we can expect from the finished product.

 

Photo provided by Mysterious Package Company

 

Unlike a traditional ‘murder mystery’, the premise of Body of Evidence is that it’s a murder mystery, but one you will primarily be solving via an autopsy of the victim. As well as your standard murder mystery evidence, such witness interviews, the victim’s belongings, maps of the location, and details about the crime scene – you benefit from being able to get your hands on and explore the physical body of the victim as well. As well as of course, your own knowledge.

 

 

To guide you through your autopsy of the victim, you have on hand a handy “Coroner’s Handbook” which helps you understand what you’re looking for and what this could mean. This Coroner’s Handbook is the meat of the puzzle part of the experience, as these guiding steps are smaller, bite-sized puzzles. I really enjoyed this aspect, and found it very unique and different to other games on the market in both the “murder mystery” and “tabletop puzzle game” genres. I felt very immersed, all the way noting down my observations and reading the information to understand the implications.

At various points your start to open up the body, and I was so impressed by the depth of detail they included, and the way this happens! But since this is the real ‘centrepiece’ of the experience, we’ll not put spoilers here and instead let you experience that part for yourselves.

Alongside the autopsy there are various other pieces of information to read through, including witness statements, call logs and sometimes seemingly irrelevant papers. These all did a fantastic job of painting a full story of the city of Thornhill, the restaurant where the murder itself takes place, and the various suspects that could be found in the case. Once I’d completed the game I looked at these again and noticed lots of small hints and features that made so much more sense once the killer was uncovered. But equally, as a lot of murder mysteries do quite well, were a lot of realistic red herrings and plot twists that didn’t contribute to the killer’s narrative. It all added together to make this a very layered experience.

My favourite ‘puzzle moment’ was creating a timeline from all the witness statements, trying to figure out who was lying and who was just misremembering. Again, the way the witness were fuzzy/vague on the timings felt very realistic and this was so much fun for me to sit down and puzzle through.

 

 

The case is solved at each stage via ‘Evidence cards’. Each folder contains two questions that you answer by drawing the correct cards from a deck – if the ‘red threads’ on the front of the cards match, your answer is correct. If not, you’ll have to go back and take a closer look at your deductions.

Eventually, you create a full timeline using these threads, which leads you directly to the killer. I thought this was a really fun and thematically suited mechanic, as well as providing a very clear signpost each time for what I was meant to be solving. As the case fell into place, my red threads connected throughout like building a gigantic murder board.

 

 

The overall experience took me around 2hrs, and I found it very enjoyable and unique. I only got stuck at one point, but I was able to move pass this without too much frustration and complete the game. A departure from the traditional murder mystery – Body of Evidence gives you a hands on experience as you explore the autopsy. The narrative pulls you in with red herrings and interesting plot twists that make this an amazingly layered experience. I really recommend backing this one!

Body of Evidence can be backed on Kickstarter in September 2023. If you’re reading this review later than then, head to Mysterious Package Company’s website to purchase.

Please Note: We received a complimentary copy of Body of Evidence with the expectation of a review. This does not affect the content of our review.

Bowness Escape Room: Down to the Wire | Review

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Down to the Wire Review | Being in Russia undercover for the government isn’t easy at the best of times. Especially during the Cold War. Even more especially when someone has tipped off Russian intelligence about you….and they aren’t very happy. Wanting to destroy your work; and everything attached to it. You have one hour to save yourselves, and all your secret findings. The Countdown is on. Tick tock.

Date Played: 24th August 2023
Time Taken: 40 minutes
Number of Players: 2
Difficulty: Medium

 

 

Whenever I go on holiday, wherever it is in the world, I look and see if there are any local escape rooms. For a sunny week in August my family had booked a trip up from London to the Lake District, and being just an hour away in Edinburgh I thought I’d come along to escape the Edinburgh Fringe. There’s something so lovely about taking a week away to work in little cottage in the middle of absolutely nowhere, miles from the nearest tiny town. So what I wasn’t expecting to find was… An escape room!

I’ll be super honest. I almost didn’t book the room. The bus to get there would take an hour from where we were staying, and it only ran 5 times a day (so if we missed it we’d be screwed). To make matters worse, whichever bus we took we’d be arriving into Bowness 5 minutes after our room was meant to start. On top of that I made the mistake (or enthusiast judgement) of looking up other enthusiast reviews before. Other enthusiast reviews were… Not great. One reviewer said it was one of their least favourite rooms in the UK. Sheesh. That bad? So I chewed up whether I’d book it or not over the whole week. Until, on the very last day of the trip, I thought “What the heck, when else will I ever be in Bowness?! Lets just do it.” Besides, I only ever book good rooms, and I kinda wanted to see what a not-good room might be.

But on that front, I was disappointed. You know why? The room (or the company) wasn’t bad at all. Not in the slightest! It was lovely. Welcoming, super accommodating, and the room was the perfect example of making a fun, light-hearted experience on a small local budget. If asked, I’d probably even recommend it. But let’s get into all the specifics.

What to Expect at Bowness Escape Rooms

Bowness Escape Rooms is located in the heart of Bowness, just a short walk from most of the town’s bus stations. If you’re in town for a walking holiday, plenty of bus routes go through Bowness, so it’s a fairly conveniently location for the Lake District. On the other hand, if you live in the area then – oh my god you’re so lucky it’s so pretty – you may already know all about Bowness Escape Room and how to get there. Either way, despite my earlier bus complaint, it’s a convenient location.

The entrance is located on Lake Road (not Quarry Rigg, as Google Maps indicates), and is a part of a little stretch of cute shops and cafes. At this site, they run two rooms:

  • Cutting Room
  • Down to the Wire

We only had time for one, so we picked the less scary Down to the Wire, though it is worth noting that Cutting Room can be made less spooky if you want.

In our case we were running late, but the team were super responsive via Facebook and gave our GM a heads up that we’d be running a little late. It seems like they have bookings comfortably spaced apart and so despite showing up a whole 15 minutes late, we didn’t feel at all rushed.

Our Games Master was the enthusiastic Raphael (or Raffi for short) – please excuse spelling! Raffi greeted us at the door and had us wait in the waiting room with a couple of ingenious puzzles to play around with. Then came the usual briefing (no force, nothing high up, don’t poke the plug sockets, and so on), before we were transported back into the Cold War and off to a flying start.

 

 

Down to the Wire

Down to the Wire begins with you, the players, contained in a separate space from the main room. It’s a classic ‘escape into the room’ beginning, where everything you’ll need to use is tantalisingly just out of reach, and you need to figure out how to break into the main game area. Here, we were greeted with a few linear puzzles. Solve one, gain access to the second, and so on. Now, I’m a complete sucker for something slightly gimmicky that tests your skill level rather than puzzle solving level – but I know these aren’t always the most popular. There’s something that happens in this first room which we found brilliantly fun, but we definitely were lucky with our skill.

After only a little bit of faffing, we finally escaped ‘into’ the main room, and from there the game was truly afoot. With the theme being the Cold War, our central goal was to deactivate a bomb that stood in one corner ticking away in the background. There were a number of things we needed to do before we could get to the bomb. A number of locked boxes, some padlocks, and a tantalising class case in one corner with plenty of puzzles inside it.

We managed to ‘beat’ the bomb in around 40 minutes. There were a few notable places we could have shaved some time off, but besides trying to make up for showing up 15 minutes late, we weren’t especially in a hurry.

Overall, the puzzles felt fun. The entire room is linear, meaning it’s less practical for a larger team, especially where a few puzzles can really only be solved by one or two people at the time. There were also one or two where the solution was in fact something much more obvious than we thought, where we’d spend a while trying to ‘solve’ a puzzle when the solution was staring us in the face. Similarly, a few maths puzzles where the real answer wasn’t the complicated thing we were trying to do. But overall, they clicked with us. I can see how some groups – especially enthusiasts – might be frustrated with some elements of the room, and so maybe I wouldn’t recommend it to a super, super enthusiast, but for our little two player team it clicked well.

In terms of decor, this room is painted a sleek Cold-War military green and white. It looks mostly like a scientist’s office, with books on the table and test tubes and microscopes dotted around. Similarly, there’s a little Cold War bleakness. It’s furnished fairly sparsely and most of the puzzles or locked boxes you need are on display around you. That’s not to say there weren’t a few surprise reveals – there were, such as a keycard being swiped in just the right place to trigger a secret door… But generally speaking we knew where each ‘secret door’ was hiding from a carefully concealed wire behind tape, or a slightly fraying design that had definitely been handled a lot. All that to say, not a bad thing, just a thing. It felt on the low budget side, but what it lacked in fancy decor it made up for in enthusiasm and love.

 

 

The Verdict

We enjoyed Down to the Wire! It was an unexpected bonus onto a non-escape room holiday. It wasn’t a perfect room, but for a little hidden treasure found deep into the countryside, we were greeted cheerily and enthusiastically, and found in the room a lot of love and a few clever puzzles along the way. It’s not going to wow enthusiasts, and it’s best not to go in with super high expectations, but for us it was the perfect way to spend a morning. I’d recommend it for anyone in the area who wants a fun challenge!

 

Down to the Wire is one of two escape rooms that can be played at Bowness Escape rooms in the Lake District. You can book it here.

Mystery Guides: The Midnight Body Snatcher (Edinburgh) | Review

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Old Town Edinburgh Treasure Hunt Review| In 1695, Edinburgh’s Old Town was haunted by a mysterious grave robber known as the ‘Midnight Body Snatcher’, who when supply ran out.. turned his hand to murder!

Date Played: July 2023
Time Taken: 3 Hours
Number of Players: 2
Difficulty: Easy

Here at the Escape Roomer we all kinda have that one thing we write about “the most”. For example, I actually don’t write about (or play) nearly as many escape rooms as my co-writers. But what I do obsessively play are outdoor puzzle trails. The moment I spot a new one on the market, come rain or shine I’m out there with a pen and paper ready to explore. There’s just something so much fun about combining puzzles with exploring an urban space. You get to see things in a new light, you learn historical facts, and you get a pretty fun work out too…

*cough cough*

…Well, this particular trail gave me quite literally the work out of my entire life. But even that was kind of cool in itself!

So when I heard about Mystery Guides, I had to get my hands on one. They sounded absolutely awesome. And you know what? They were! But wait, I’m getting ahead of myself. Let’s go back to the start.

 

So, what are Mystery Guides all about?

Mystery Guides is a company based out of Portsmouth. They’ve got that small, independent feel, and you can tell the creator really loves what he does. Fast forward a few years from their foundation and now Mystery Trails has setup popular trails in many, if not most major cities around the UK. Luckily for me, one of those trails is in Edinburgh.

The format of a Mystery Guide is fairly straightforward. With your order you’ll receive a physical, printed clue book. These books are lovingly illustrated and come packed with puzzles that guide you around the city. With each new puzzle section, there’s a snippet of map showing you where to go next, the actual clue to be solved, and then a snippet of story. In our case, this was in the form of diary entries. Many clues also had local information about the history of the area, or useful tidbits about local businesses / street names / and fun facts.

The games are very much intended for single-use, as you’ll need to write all over them to solve the puzzles.

 

 

The Midnight Body Snatcher

In our case, the Old Town Edinburgh Treasure Hunt was a story about “The Midnight Body Snatcher”. Set in the cold winter of 1695 where the streets of the city were gripped by tales of a shadowy body snatcher. In true Burke and Hare fashion, we were hot on the heels of a body snatcher trying to figure out exactly who they are thanks to environmental clues.

I say “hot on the heels”, but what I actually mean was that we were playing in 2023. A new piece of evidence in the 300 year cold case has proven to be the key we need to figuring out who the body snatcher was. The fact he’s probably been dead for centuries didn’t detract from the real sense of urgency to solve the case. And for that, it was a lot of fun.

In terms of gameplay, the Midnight Body Snatcher sort of plays out like a logic grid. Well, sort of anyway. There isn’t too much ‘logic grid’ to it, but the idea is there are:

  • Five suspects
  • Five symbols
  • Five colours
  • Five items of jewellery

And with each puzzle solved you can eliminate one of these. The puzzles were a mix of more well known puzzle styles, and ones that were totally unique to the environment. But, in most cases we arrived at a landmark and had to use the physicality of the landmark to solve. Sometimes that meant looking at a plaque, other times it meant counting the letters, or getting up close and personal with a particular landmark to try to find a hidden detail on it.

At first I was a little surprised the categories of “symbol” and “jewellery” felt… Well… Quite random. But then as we neared the finale it all fell into place beautifully with the local history, in a satisfying and fun climax.

 

Puzzling around Edinburgh City

I played this game in a team of two with my co-writer Rebecca. The game arrived, and no sooner than it did we made a plan to play together on the next Sunday. The fact the weather forecast said it was due to rain all day almost put a dampener on our plans – but not quite. Because it turned out the weather forecast was completely and utterly wrong, as it was a beautiful sunny day. So sunny, we even stopped for ice cream!

If we had just one criticism about the whole experience, it would have more to do with the city than the game, and that was: THE HILLS. I’m writing this review days later and my calves are still aching. Yes, yes, Edinburgh is a hilly city. I live here and I’ve made my peace with it. But The Midnight Body Snatcher took us up and down and up and down and up and down. The whole thing takes place within a fairly small “central city” area. The beautiful old town around the Royal Mile. We began at the Royal Mile, then went up, then down, then back up to the Royal Mile, then back down the other side, then back up the Royal Mile. It’s a good job I don’t skip leg days at the gym.

But one of the good things about Mystery Guides is that the experience is entirely self-led. If you need to take a break, you can. In fact, our trail offered three opportunities to take a break in pub stops.

 

 

The Verdict: Mystery Guides Edinburgh

We really enjoyed Mystery Guides’ Edinburgh Trail. There’s fewer pleasures in life than spending time in the sunshine with a friend.

We’d in particular recommend it for families – it struck just the right balance of educational vs fun in an almost Horrible Histories style, and we felt the style of puzzles that pushed us to search about the physical environment would go down a hit with a younger audience. We would also recommend setting aside a full day for this. It does recommend around 3 hours to finish, but there’s so much to see and so many wonderful places you might want to stop and stay a while in. Plus that will definitely break up the hill-climbing!

 

 

The Old Town Edinburgh Treasure Hunt can be purchased from Mystery Guides website here.

Note, we were not charged for our experience but this does not affect our review in the slightest.

Search Party: Chaos at the Park | Review

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Search Party: Chaos at the Park Review | Come one, come all, to the wild amusement park filled with havoc, crazy characters, and mysteries to solve! It’s up to you to create some calm in all the chaos – and fast! Search Party is a 3D search-and-find adventure game. Solve missions, find important objects, uncover motives, and more.

Number of Players: 3
Date Played: June 2023
Time Taken: 1 hour
Difficulty: Easy

Search Party is a new brand of board game experience from the creators of the popular party game: What Do You Meme. I say a ‘new brand’, because there’s nothing else quite like it in their catalogue. And, judging by how they explain the game in the instructions, I doubt this will be the last. The format is very repeatable, and I have a sneaky suspicion there are more “Search Party” games to come.

It is therefore a compelling first venture into the search-and-find genre. The theme, a sprawling and three dimensional circus park is an excellent place to explore a chaotic scene filled with weird and wonderful characters. Throughout the park are various scenes – there are three grandmas who have been shrunk down and can’t get on the roller coaster, there’s zombie on the loose, there’s a witch who crashes into another mid-air and all her belongings are scattered across the park. You get the gist. Big board, lots of things to find, and lots of missions to complete!

 

 

Pop-Up Funfairs & Other Shenanigans

The first and most important thing to say about Chaos at the Park is how visually impressive it is. Seriously! Before I’d even played it I knew this would be something special, and so I saved it for a day where I could sit around with a group of friends really getting into the nitty gritty of it. I also was so enamoured by the game, that I paused a work meeting in order to talk about this “very cool thing” I got in the post, and unfold the board to show them. We do a lot of work in the pop-up world, you see, but nothing quite as cool as this!

So all that to say, our group was very impressed by the moment of unfolding the board, laying it out over our table, and watching as the world literally popped up in front of us. A sprawling rollercoaster packed with park-goers, a big wheel, and the pop-up entrance to the park complete with it’s stripey awning. This game looks COOL.

 

 

Puzzles and Pop-Up Parks

The second important thing is therefore to mention the puzzles. With your board game you receive 15 missions spread over 83 cards. The missions are brightly coloured and look absolutely adorable all stacked up together in the box. Each of these missions has a ‘start point’ and then a series of questions the players need to answer to progress through the game.

For example: to begin you might be asked to find a clown. Then you’ll be asked where this clown came from – who are they, what they were doing and so on The activities in the park roll backwards in time, meaning as you trace someone’s path you’ll be able to follow where they came from and see them in steps. Since the whole board is only 50 x 50 cm, it was never too difficult to find what we were looking for in any case. Of course, the game is 3D however, so things got very interesting when the clues we were looking for weren’t on the ground but… Up in the air!

If you finish all of these, there’s a bonus booklet which has a whole host of strange things to find around the park. A refrigerator, a tiger, a pair of frogs. Little easter eggs and odd people doing odd little things. These added some amusing moments of bonus gameplay which you can take or leave as you like. I enjoyed these – although most of them I finished solo, long after my co-players had gone home for the evening.

In terms of the difficulty, this is where I think the game falters a little – it is quite easy. But I fully admit that these puzzles are aimed more at a family, children audience than at me. In our team of three, we had a mix of players with differing experience levels, but we were all familiar with games in the genre and knew what to do and how to do it. Each mission took us no more than 5 minutes to complete, making for a speedy and satisfying whiz through the game.

In all, I think a game like this is best played with younger children, with one or two adults gently guiding them through the experience.

 

 

Where’s Wally Meets Micro Macro Crime City

So, lets address the elephant in the room: Search Party is essentially the same as Micro Macro Crime City. And that’s okay… Maybe? In fact, we didn’t need to read the rules because we were all so familiar with Micro Macro, we got the gist of this one immediately. But lets not dwell on the similarities, lets instead point out the differences:

  • Search Party is a 3D game, meaning you don’t just need to look top-down but you also look at the things ‘popping out’ of the playing board to find clues there.
  • Search Party is also family friendly… There’s no murder and crime here
  • Search Party also had an added bonus of a manual filled with fun ‘extra’ things to find and tick off. Kind of like those old Where’s Wally Books have a few pages at the end with cryptic clues of bonus things to find in each world. So does Search Party.

In these ways, Search Party brings something a little new than what Micro Macro offers. It’s a version of the genre that I’d be comfortable playing with my younger sibling or children in my friends/family group who can’t play Micro Macro due to all of the… Well… Slightly horrifying crime!

Somewhere in this there’s a conversation about copyright and ethics – for example, how close is a board game to another board game before it feels uncomfortable? I’m not a board game expert, I’m an escape room person, so I can’t really comment – but it is worth throwing it out there. Search Party is very, very similar. Therefore if Micro Macro isn’t right for you for any reason, and you want something more family focused, brighter, and a little sillier – this would make an excellent alternative.

 

 

The Verdict

Honestly? I did really enjoy the game! So did my co-players. We went in with absolutely no expectations – at the time of writing the game is very, very brand new and so there’s not much content available. So we weren’t sure, but we were ready to give it our all. The strengths of the game are absolutely in it’s presentation. It’s gorgeous. I love 3D environments and a 3D theme park is brilliant in it’s presentation and execution. It’s the kind of game you want to have out on display all year round.

The puzzles were a little too easy for our group, and as such we’d probably recommend this for a more family audience. I have the fondest memories of playing Where’s Wally as a child, pouring over the pages of a book, and this game took me right back. If you have kids and those kids enjoy Where’s Wally, then get them on this game right away, they’ll adore it for sure.

The only real negative was that we felt ever so slightly uncomfortable at how similar the game was to Micro Macro – but none of us felt like we really knew the board game landscape or genre well enough to comment. For all I know, there’s thousands of games just like this out there, but we’ve only come across Micro Macro. Who knows. It’s just tricky not to compare the two, and it’s even harder to compete with a game like Micro Macro which is world famous and has won countless awards. But I commend the creators for putting their own spin on the genre and making something refreshing and fun.

 

Search Party: Chaos at the Park can be purchased by heading to What Do You Meme’s website here.

Note: We were sent a complimentary copy of Chaos at the Park for review purposes, but this does not affect our review.

 

PostCurious: Light in the Mist | Review

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Light in the Mist Review | Your friend’s mysterious disappearance results in the discovery of an unusual item, leading you to embark on a journey through time and memory. In this narrative puzzle adventure by PostCurious and Jack Fallows, an intimate coming-of-age story is told through an object that serves as a tarot deck, a puzzle game, and a work of art.

Number of Players: 1 – 4
Time Taken: 6 Hours
Date Played: May – June 2023
Difficulty: Medium

Why, oh why do I leave the very best games to play very last on my to-play pile!? If I texted any of my puzzle friends right now and said “Hey have you played Light in the Mist? It’s really good” I’d be laughed out of the WhatsApp chat. To be honest, I think it’s because I either buy them and keep them on my shelf for years waiting for the perfect opportunity to play it, or don’t purchase them at all thanks to extortionate extra-EU shipping fees games have these days *wipes tears with the UK flag*

Light in the Mist is one of those really good games I played very late. But in this case, it wasn’t me but a friend who bought it. And little known to me til I ended up chatting to the creator, PostCurious actually has distributors in the UK so shipping fees are… Surprisingly affordable!

Hey, better late than never, eh?

I first got my hands on a copy when my super lovely friends at Escaping the Closet and I boarded a ferry from Hull to Rotterdam en route to play a weekend of escape rooms in the Netherlands. We were sitting lazily on the top deck of the ship, listening to the drone of a singing-dancing-castanet playing ferry performer, when Ash suddenly reached into her bag and brought out a little box. “Oh hey, I brought a game! Shall we play?” She plonked a copy of Light in the Mist down on the slightly sticky plastic table, brushing aside the remains of dinner. And, as the boat left the port and sailed off into the deep water of the channel, we all started playing Light in the Mist.

 

 

I didn’t get a chance to finish the game until a month later, when I bought myself a copy and, completely forgetting where we’d ended up on the ferry, I started again from scratch in the comfort of my own home. So in short, at the time of writing, I’ve played Light in the Mist not once but twice… And you know the strangest part? Both playthroughs felt completely different. I understood the story in a different way. Different things happened to me. I collected different items. I learnt different things. Wow!

 

There really is something weird about these woods, you know?

Light in the Mist can’t be described as a game so much as it is described as a “puzzletale“. It’s a character driven narrative story, but the medium isn’t pages and ink, it’s told through a deck of tarot cards.. And of course, puzzles. As you work your way through the deck you choose which cards to draw in an almost choose-your-own adventure flow of the dreamlike meandering story. To navigate through the tarot cards, you solve each tarot card’s puzzle. Each solved puzzle will take you to a new page in the book and you’re encouraged from there to go at your own pace and follow your intuition. You’ll collect items, loop back on yourself sometimes, and uncover more and more with every metaphorical step you take through the woods.

With each puzzle solved you, the players, get a glimpse into the life of your friend Sam. You see, Sam is missing in these woods and the only item you have to guide you back to her is this deck of tarot cards. What follows is a story that unfolds non-linearly. It’s compelling, intimate, and in some parts quite upsetting.

Over the course of the game, which is around 5 or more hours (but I think I came in at at least 6), you’ll build up a complete picture of Sam. There are some trigger warnings at the start of the guide contained in the box, but it’s all handled gracefully and with respect. I believe somewhere in the trigger warning it mentions the intention of the game is to help tell painful stories, so nothing is in there for fun, it’s all essential to the story.

 

 

The woods are lovely, dark and deep

I don’t know why but the whole time playing this game I had this poem going loops in my head. I love this poem. I also have a tattoo inspired by the poem, which features a little path curving through the woods (DM me and I’m sure I’ll be happy to share it the tattoo, haha). But all this to say, I had ~ that vibe ~ in my mind when playing the game. Not in a small part thanks to the illustrations by the ever fantastic Jack Fallows of Cryptogram Puzzle Post, who was PostCurious’ collaborator on the project.

On each new tarot card a new scene loosely inspired by the usual tarot imagery. Yet Light in the Mist takes place in a deep and dark woods, and Fallows has rendered these scenes absolutely beautifully. Dark trees rising from the mist, a shining moon hanging in the sky, and soft lights that glow from the depths in colours more vivid than I thought possible to print on the card.

These woods for sure are lovely, dark and deep.

DIAMOND BADGE awarded to the most visually appealing experiences!

Given how beautiful this game is, we’ve also decided to award it a special “diamond badge”, awarded to puzzle games which are beautifully visually amazing. You can read more about our award badges here.

 

 

Last but not least, the puzzles

It says a lot when it takes me this long into a review to even mention the puzzles. But what can I say? There’s just so much else about this game I wanted to talk about first.

The puzzles in Light in the Mist are varied. As a designer myself I usually like to mention some kind of “puzzle arc” or the overall “gameplay flow” in my review, but Light in the Mist presents a peculiar challenge in that it’s a non-linear game. Meaning players can tackle the puzzles in any order they want to. They might encounter a difficult one first, followed by an easy one. They might ramp up logically in terms of easy – medium – difficult. Or they might do something else entirely. I can’t say.

But what I can say is that players can expect to encounter a range. When I played in a team of 4, we seemed very well matched to play together, as different puzzle types played to our comparative strengths. However when I played solo, I had much more of a challenge. At least, with the ones I had left to solve. Without a second person or two to rely on for support, I found myself spending more time looking at the hints and mulling over different theories before I’d eventually crack the codes.

Nothing felt too insurmountable. There were frustrating moments, and other moments where the puzzle just clicked the moment I flipped the cards out. In the end, it balanced out to be satisfying across the course of the game, and with each puzzle being so surprising and varied never once did I ger bored or feel like I’d already seen something similar.  But it is a unique aspect to the game in that people might end up playing it in an order which isn’t necessarily conductive to satisfying gameplay. Notice I said MIGHT. My gameplay experience was fine, but it’s just something to watch out for.

 

 

A Mystical Convergence of Puzzles and Palms

When we were done – on the ferry I mean – I grabbed the deck of cards and started to read everyone’s tarot more traditionally. There’s something super cool about having a game that also doubles as something else when you’re done. In Light in the Mist’s case, it’s a deck of tarot cards that yes, you can read as a tarot. Not only does this give way to some lovely arcana imagery, but it also means you’ll be able to keep and treasure the deck once you’ve completed the game.

For the purposes of this review – not that I really know what I’m talking about – I decided to do a card reading for you. Yes, you reading this! I thought really hard about the type of person who might be reading our review. Who you are, what your hopes and dreams are, and where you’re going in live. Then I asked the special Light in the Mist tarot deck if they had any special message I should share with you. I drew:

  • The Queen of Swords (upright)
  • The Three of Cups (upright)
  • The Knight of Swords (upright)

The Queen of Swords generally refers to independence, perception and organisation in one’s life. The Knight of the same suit usually means ambition, haste, and communication. Inbetween these two cards we have the Three of Cups, which indicates groups coming together to focus on a common emotional goal – a sense of community and the sense of getting involved emotionally. When the Queen and the Knight of swords appear together it seems pretty significant. Court cards usually mean specific people, and because the two in the suit are side by side it probably means two connected people.

 

 

Now I’m not sure I really believe in this tarot stuff, but there’s a clear message shouting out to me in these three cards, and that is: Get together your two people, your real people-people (friends, family, whoever they are to you) and come together for a common goal – such as solving a puzzle together, and you’ll all grow closer together emotionally. If I sit back and think about that for myself then yeah, I do have two people I usually play puzzle games with, they are connected, and one of them is more perceptive and one is more the ambitious type. We usually play games together and it does bring us closer together emotionally. They’re my community. It’s nice to think of it in that way.

I’m not gonna say the cards are saying to go out and buy this particular game – but if you are here for a recommendation. Well then. This one ain’t bad.

 

 

Light in the Mist | The Verdict

There is a really good reason PostCurious and Light in the Mist are so well known for their puzzle games. Sometimes the pressure of expectation can make a game fall flat, but somehow Light in the Mist avoids that and still pulls itself off as a perfectly well-rounded, beautiful and thoughtful experience.

I would recommend this for, well, pretty much anyone. It’s not traditional in any sense, but with the rules it breaks, PostCurious and the team have executed it near-flawlessly to create a compelling experience. Part puzzle, part story. A round of applause and a standing ovation from us at The Escape Roomer.

Unlike many other games, Light in the Mist is regiftable – though I’m equally sure you’ll want to keep this one for yourself. There’s one destructible element, however this element is provided twice just in case you want to regift it and keep it pristine. At a price point of around £30 GBP (£37 with UK shipping), it’s on the slightly expensive side for what is essentially just a deck of cards. But as someone who has spent close to that on a particularly pretty deck of tarot cards that doesn’t contain any puzzles, I think you’re getting an excellent value from Light in the Mist. There is also a collectors edition available for £90. Do with that information whatever you will.

 

Light in the Mist can be purchased by heading to PostCurious’s website here.

All photos in this article belong us at The Escape Roomer for the purposes of this review. Please seek permission before using them.

 

Escape Edinburgh: The Magic Emporium | Review

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The Magic Emporium: Three days ago a well renowned supplies shop for all budding wizards closed for the day. However inexplicably the shop never opened again. Sensing that forces of evil are at work you have decided that you are going to investigate the mystery behind Ms Garbo’s disappearance. Don’t get caught!

Date Played: December 2022
Time Taken: 35 minutes
Number of Players: 3
Difficulty: Easy

 

“I’ve never done an escape room before”, my friend tells me.

Wait, what?! Let’s fix that right away!

Unfortunately by now I have done most of the absolutely excellent rooms in Edinburgh, so my choices to take a brand new non-enthusiast somewhere impressive were slim – but you can’t go wrong with somewhere like “Escape Edinburgh” which is a franchise with venues all around the UK. Back in London, I’d enjoyed a lot of their rooms and being a franchise model of company I figured they’d be pretty good in any city you came across. We’re fans of the ‘magical world’ theme, so The Magic Emporium in Edinburgh (one not available in London) seemed like a good bet to try out.

On a wintery day just after Christmas we took ourselves down to Escape Edinburgh to try out the magical shop themed room as a team of three. Between us, we had a range of ‘experience’ levels with the escape room, making for a perfect mix, and – in my opinion – a perfect team size for a game like this. The lobby area is much smaller than most escape rooms, so as we waited for our friend to arrive, we stood to one side reading through the waiver and making small talk with our host. Just as we were about to be led to the room, an enormous group of around 20 people who had not made a booking showed up asking if they could play a room there and then. I felt for the Games Master as they dealt with the chaos of that group arriving to the world’s smallest lobby all at once, and it did cause a slight delay to the start time of our game as we huddled in the corner patiently. But after a little while, we were at our room’s door and off into the magical world of “The Magical Emporium”.

 

 

The room starts impressively as you find yourself in a cobblestone alleyway outside of a row of shops. I really like this “looking into shop front mechanic”, and Escape Edinburgh did well to recreate a magical atmosphere in this space. As we could tell from the offset, there were many more puzzles to be found inside but our first task was simple: Get inside, somehow.

 

Magic and Mystery in the Air

The room did a fairly good job of taking us through the narrative and puzzling journey in terms of gameplay. It was a fairly linear room, although there were moments when different members of our group were split up from one another, relaying and reciting information we’d found. There was plenty of searching and finding, and plenty of locks to keep us occupied too. At one point did we get stuck and require a clue. The puzzle was something that had been staring us in the face for a while, but after much staring it didn’t quite click for us, so we opted for a clue. Besides this one puzzle, the overall game felt like it had a good balance of fun and puzzling to suit a newbie group (such as ourselves) and still give that magical spark that makes someone want to come back for more escape rooms. My life goal to create more escape room enthusiasts is therefore complete!

Since The Magic Emporium is a franchise escape room available at the Escape group, you might notice a similarly named room available at a number of other locations around the UK. Notable: Chelmsford, Lincoln, Walton Pier, Newcastle, Basildon and of course the venue we visited: Edinburgh. In general, rooms of the same name are the same across different locations. However some may have notable differences. So an experience at another venue may be slightly different than the one we had here. Similarly, being a franchise escape room, I find that sometimes- but not always, there’s a little wear and tear. This holds true for The Magic Emporium which I have no doubt was a stunning room in it’s glory days but now suffers a little roughness around the edges and slight breaks that can’t be easily fixed. That said, if you’re not put off by details like this, it’s still a solid escape room.

 

The Magic Emporium: The Verdict

A fun little room that suited our newbie group very well. We weren’t overly challenged, but we did have a lot of fun and appreciated the environment and setting a lot. The Magic Emporium would be an excellent room for kids and families alike, as there’s a fun mix of traditional locks and more ‘magical’ activations of hidden puzzles. It might not satisfy the enthusiast’s itch, but still worth a visit if you’re in the area.

 

 

The Magic Emporium is available at Chelmsford, Lincoln, Walton Pier, Newcastle, Basildon, and of course the location we did it at: Edinburgh. The room is (as far as we’re aware) identical at all locations.

Prestige Escape Rooms: The Witch’s Lair | Review

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Prestige Escape Rooms: The Witch’s Lair | Our lovely game-designer, Francesca, has gone missing. The Witch’s Lair was the last room that she was working on. She was researching the history of witchcraft in Lowestoft in the 1600s. Whilst Francesca was designing the game, she changed. Just days before we were due to open the game, she vanished. We have decided with a heavy heart to open this game to the public in the hope that one of you will be able to find some clues about what could have happened to her.

Date Played: January 2023
Time Taken: 58:58
Number of Players: 4
Difficulty: Medium

Another one of Prestige’s digital escape rooms in the bag. And… With just two minutes to share on the clock – that’s what I call a picture perfect finish! Sure, we might not be breaking any records with our time in The Witch’s Lair, but it’s always extra satisfying to finish on the clock perfectly.

 

Photo (c) Prestige Escape Rooms

 

The Witch’s Lair is the second of Prestige Escape Rooms we tried of an evening in January. Why am I writing this review in April? Well, the room was just so memorable, I really wanted to talk about it. For starters – there’s the frog. That. Frog. Secondly, the story was one of the most unique I’ve experienced. And last but not least, but puzzles were great fun.

We opted to play this room in the ‘digital’ format, which means when you check our you receive a code to play immediately. This code is hosted on Telescape and can be shared around with your teammates. Essentially it amounts to a digital, 360 degree, point-and-click version of the real life brick and mortar room. If for any reason you can’t travel to Lowestoft, playing from the comfort of your own home is second best. Or first best, if you’re a homebody that likes to play her escape rooms wrapped in a cosy jumper and a glass of wine, like me. It also gives me the opportunity to play with some of my favourite people – Alice and Ash of Escaping the Closet, and our friend Tasha.

Once we entered (the word ‘enter’ being quite loose here – more like logged on to) the Witch’s Lair we were immediately struck by the well-crafted and immersive atmosphere. I could tell through a screen that this escape room has a lot of love put into the decor and set design. Recreating the atmosphere of a Witch’s Lair in a digital format can’t be easy, but they were spot-on in creating a spooky and intriguing setting that immediately drew us into the game’s story. The atmosphere was eerie and dark, with an authentic witchcraft theme that made it feel like we were in the middle of the 1600s.

The story of this experience breaks the fourth wall a little and I love that. The game’s game designer Francesca has gone missing! After researching witches and history, something peculiar is afoot. After much deliberation the owners of the escape room decided that their best hope of finding Francesca is to open the escape room up to the public and see if anyone from the public can figure out what happened and save Francesca. Hold on a minute, is this for real? Haha!

What followed was an hour of puzzle solving. As a whole, the game was fairly linear – in that it felt like our team of four were working on the same things at the same time, occasionally breaking up into two smaller groups to puzzle out something in more detail. The room erred on the side of more lock heavy – there were all sorts, 4 digits, 5 digits, letter locks, and so on. Each time we unlocked a lock, we found more evidence to continue on the hunt for Francesca.

 

Photo (c) Prestige Escape Rooms

 

What I imagine happens in the in-person room was a little more magic that’s always a little harder to recreate on Telescape. There were a few moments when our actions triggered something open – but it would take us a second or two longer to figure out exactly what, rather than the magic of having a door swing open in front of us. But generally speaking, everything worked really well. The inventory system, the navigation, and of course the puzzle solving.

The highlight of the game for all of us was the frog. Actually, it’s funny, for most of the game I had my PC on silent – and the rest of my team kept saying “Can you guys hear a frog”. I thought everyone was losing their mind, until halfway through I decided to turn my volume up and declared loudly, “Wait! There’s a frog!!” Of course, the frog came to be very integral to the story, but also comic relief as we sped through the puzzles.

As a fun fact I learned after the experience from talking to THE Francesca by email (don’t worry, we saved her in the end!) was that in real life she’s terrified of frogs and toads, much like in the game. I particularly love that the designers created a scary room, featuring something they actually are afraid of. It’s a nice touch! I’m not sure if I have any tangible fears like that myself. Perhaps my greatest fear is the “never-ending existential worry about wasting ones own life”. Hey wait, maybe there’s a fun escape room theme in that!

Jokes aside, The Witch’s Lair was a really enjoyable room. Especially this ‘late’ into the trend of companies digitizing their escape rooms so people can play them remotely, to discover a new one that’s both refreshing and fun is a hidden gem to me. I’d recommend this escape room to anyone! Friends, families, newbies and experts alike. Just beware… The frog!

You can play The Witch’s Lair in person or digitally by booking via their website here.