The Escape Room Adventures take you on a journey of discovery as you puzzle your way through the gameplay and unlock the many secrets within. The easiest room is Mutiny, our pirate-themed room, which is ideal for beginners, families, or a group with mixed experience. Our most challenging adventure room is Nethercott Manor – our haunted manor, which is a fast-paced challenge. We would recommend Dodge City, The Outfitters & our newest room SpellCraft for teams that have some previous escape room experience.
Date Played: December 2022
Number of Players: 5
Time Taken: ~40 Minutes each
Tulley’s gained its reputation for being one of the best companies in the country a few years ago and has managed to retain it when many others failed to move with the times, or unfortunately closed due to the pandemic. It had long been on my to-do list, but I had been prevented from trying any of their 5 games for a number of factors – namely location, cost, and the necessity to have an expert team to even attempt the rooms!
Luckily for me, the stars aligned at Christmas (well, boxing day) last year – my parter was gifted the day as part of a brand deal, my mum happened to be visiting us (as it was Christmas) and had a car, making transport that much easier, and I had confirmed the availability of the final two members to make us up to a team of 5 experienced players! It may not have been most people’s choice for how to spend their boxing day, but for us it was magical…
Tulley’s has 5 rooms, ranging in theme and complexity, so this is really going to be a whistlestop tour! I also want to highlight their amazing GMs who looked after us throughout the day – Adam, Dan, Ellie, Ed, Jamie, and Tyler – and of course their boss – Sooty the cat.
Dodge City in 2127 remains a stronghold of the wild west. The constant tussle between the Sheriff and local gunslingers means there’s opportunity abound for some creative bank robbery for those with wits and courage. As a member of the Notorious ‘Barn Door’ Gang you’ve been caught by the local sheriff breaking into the bank. Locked away with little hope, hired by an unnamed outlaw and facing the ruthless justice of the old west you’re left with only one option. As the sun sets the race is on to break out, reclaim your supplies, pull off the bank job of the century and get out of Dodge City.
Dodge City was our first room…and one of their hardest! Immediately on entering it’s obvious how Tulley’s have earned their reputation – the set design is amazing and extremely immersive, and there are surprises throughout the game. Even as a hardened spotter of fake doors and moving bookshelves, I soon gave up trying to anticipate what was coming next.
This room started with one of my favorite tropes – being separated! We were placed in separate cells, and this obviously required good communication from our newly assembled team, as well as a neat form of contact between us. We then progressed to all things cowboy and outlaw related. I don’t want to give away too much, but the set design and theming were amazing and definitely felt like you were progressing through Dodge City as you progressed through the room. There was only one point in which we were truly stuck, and this was largely due to a breakdown in communication and confusion over who a hint was intended for. Otherwise, this room was one of the most fun rooms we did all day, with some unique puzzles I’ve not seen before (or seen used in a different way), really appealing to different skills. As a team of 5, we only made it out with 4 minutes to spare, which was a great way to get the adrenaline going for the rest of the day!
It’s 1926 here in Chicago, and depression is still rife. Jobs are few and far between and the Prohibition has been in force for six years now. Everyone still drinks, nothin’ has changed. But now the mob control the streets, the supply and the money. The influence of the Outfit is far-reaching. Most of the cops are even under their control. Who can put them in the joint? You can, that’s who. The Commissioner has put together a special task force of straight, trusted cops and you’re on the team. You’ve spent the last few months infiltrating their network and now tonight is the night to get the evidence you need to put them away forever. But it won’t be easy, your cover might be blown! Do you have what it takes?
The natural progression from ‘cowboy’ is ‘mobster’, right? We moved almost straight from the Wild West into a mafia front in Chicago. We entered into an unassuming tailors shop, before discovering all was not what it seemed… The use of space at Tulley’s continued to be a lovely surprise, although the set felt a little more tired and rough around the edges in this room. That’s not to say it wasn’t good though – hidden information was the name of the game for Outfitters (what more could you expect from Gangsters), with themed puzzles and ’20s mechanisms running the room.
In this room, there were a few moments where mechanisms didn’t trigger or triggered when they shouldn’t have, and we were much less active than we had been in Dodge, with only a couple of us solving puzzles at a time. We managed to escape with a respectable 19mins remaining and an eagerness to sink our teeth into the next one (after lunch). Although this wasn’t a bad room, I’d say it was fairly average, and if this was the only room we’d done…I would have been disappointed.
The SpellCraft twins, Evilinda & Spellinda, two witches, two paths, two shops, two worlds, two journeys, their two magical worlds collide, and you find yourself in the middle of their story. SpellCraft will take you on a magical adventure, you’ll need to work together, but in the end there’s always a battle, will you escape and who will win?
Our next room was the newest room at Tulley’s, and the room that has quickly become a favourite of most players (myself included) – Spellcraft! When I first heard it was a magic-themed room my reaction was probably similar to many other enthusiasts – “not another one!”, “How is this going to be any different from all the other magic rooms?” , “why do people love this so much? What’s so good about magic?”
However, it was unlike any magic room I’ve done before, and has truly earned its place at the top of many lists. Firstly, you can tell from the waiting area that the set and story are going to be completely different from any other magic room. There are no “wizard school” or 4 “magical houses” that happen to be primary colours…
Instead, we were once more split into teams – this time “good” and “evil” – and given wands, which stayed with us and were used throughout the game. We were also given cauldrons to collect/carry things with us, which was a nice touch I’ve not experienced anywhere else. Inside the room, the set design was once more delightful and surprising. The set is huge, but of course, you don’t realise this at first. However, there is a truly magical mechanism within the room and we were transported again and again to extremely different settings and places. There were a lot of fun puzzles here too – some familiar, others less so, and the climax of the room brings together the two teams in a fierce battle of good and evil, which we obviously won.
Overall, while I can’t remember (or didn’t see) quite a few of the puzzles the experience itself blew me out of the water with the magic and joy I felt. As a team of 5, we escaped with 16 minutes remaining, and I enjoyed every second. This is an amazing room, one of the best in the country I’d say, and makes me excited to see what they do next.
It’s the year of our Lord 1672, and you be right in the height o’ the golden age o’ piracy… After years of sailin’ the high seas, you and your crew have succeeded in your fair share of ambushes, and as a result – your ship is teemin’ with bounty. Yet you’re still suffering beneath the cruel wrath o’ Captain Starling – a notoriously bloodthirsty buccaneer, and your shipmates have decided you all shall take matters into your own hands. After all… you fought for the gold, so the gold is yours for the taking, aye? Once the old seadog has retreated to his berth for the night, you make your move. Get in, get the treasure and get out. You won’t have long before he starts to stir – and Starling shows no mercy to ANY soul…
After that amazing experience we needed to calm down a little, so found ourselves upon a ship in the easiest room. This was again misleading – although our initial perception was that of every other pirate game I’ve played (as we solved it as such, by guessing digits in combination locks and skipping steps), once we were out of the cabin we had clearly been played.
As you might expect for a ship, this game required more physicality than others, but these were more to reveal/solve puzzles than being the puzzle itself. There was one particularly unique feature of this room, which was fun to build and use, but otherwise, this was your average pirate room, just more polished and better executed. Ultimately we escaped with 22 mins left, and we had fun doing so, but we were looking forwards to the final room.
The old manor house is entwined with local legend, the living don’t remember the Nethercott’s, the family’s hay day was long ago. Local folk talked, whispers were heard, rumours began, lights were seen within. The Nethercott’s are long gone but something remains, an essence, a smell, a feeling, it’s in the fabric, in the walls, under the floor boards … it ticks, it creeks … take a trip into the past, uncover the family’s many secrets and glimpse their fleeting souls?
Finally, the room that put Tulley’s on the map (for me at least) – their largest and hardest (I think), as I didn’t even see half of the room – more like 1/3! It was also the one I was most nervous before, being a massive wimp and this being a haunted house. Nevertheless, I couldn’t pass the experience up, so I steeled myself and forged ahead.
The atmosphere is obvious from the start, finding ourselves outside the front door of an abandoned house, with an atmospheric soundtrack doing nothing to ease my nerves. The immediate puzzles were fairly easy, clearly luring us into a false sense of security before we entered the manor itself. Once inside, the set is appropriately dimly lit (until you’re able to find the fuse box at least), with many old-fashioned items of decor and themed puzzles attached. This is also when you get your first taste of the spirits that haunt the house, and it became clear that I was an easy mark for the GM.
For those of you of a similar disposition to me, I will just reassure you that nothing physically jumps out at you, but there are a lot of loud noises, which the GM can, and will, trigger whenever they feel like – especially if you are an obvious target stood next to the item in question.
This first room had the most frustrating puzzle I’ve seen in any room…ever. We found out afterwards that even the GMs will struggle to complete it, so usually, they take pity on the players and allow them to bypass it (ourselves included). Usually, this type of time sink would annoy me, especially in a room as large as this, but we actually addressed most of the room at the same time as this ‘puzzle’, and the GM clearly knew the right time to give us a nudge that gave us a chance of solving it, without feeling frustrated.
From this point, we barely saw each of our teammates again until close to the end of the room. I found myself with my mum solving a series of logic puzzles while being terrorised by the GM ghost. We also encountered a smell test, which worked well given we were in the kitchen. From what we saw afterwards, our teammates were working through similarly well-themed puzzles for their respective rooms, across a large variety of skills.
The final puzzles were once more of the deductive style (my favourite), before quite a fun/creepy ending (depending on your perspective). We managed to escape with 9.34 left, which is quite an achievement given they used to sell this as an 80-minute room, and I know many people who didn’t manage to escape! This was definitely a great way to end the day, and almost my favourite room.
This is definitely a must-visit for any enthusiast. Although we could award this nearly all of our badges, we definitely think they’re most deserving of our “I believe” badge, for just how immersive and expansive their rooms were.
Audio – nearly all the rooms require some form of communication between players. Spellcraft, Nethercott and Dodge also featured audio puzzles/prompts, although not everyone will need to do these.
Vision – Nethercott, Mutiny and Outfitters all had fairly low lighting at points. Dodge required a small amount of colour identification, as did Nethercott and Outfitters.
Smell – Nethercott has a smell puzzle!
Spatial – In Dodge you start in a small cell, so if you have issues with space I recommend being the only person in yours. There are also some small spaces in Nethercott, Outfitters, Mutiny and Spellcraft, but none require all team members to enter. There are some smoke effects in Spellcraft, as well as Nethercott.
These rooms can be booked on the Tulleys website here