The Locksmith’s Dream | Review

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“The Locksmith’s Dream is a series of genre-defying, immersive overnight experiences filled with narrative delights and magical puzzles. Step into a 17th Century manor house seemingly trapped in the 1920s. Unravel the narrative mysteries, solve puzzles and enjoy the unique atmosphere of the house and its grounds. Join fellow guests in sifting through the history of the house and previous inhabitants, supported by the curious staff who seem deeply connected to the property. Dine by candlelight in opulent oak-clad halls and as night falls, don your unique mask to wander in the strangeness of ‘The House of the Moon’.” – from The Locksmith’s Dream website.

 

Date played: April 2023
Time taken: 12 hours (including overnight stay)
Number of players: 2 in my party (22 guests overall)
Difficulty: Moderate-Hard

Photos in this review (c) The Locksmith’s Dream or Karen Myers

 

Everything about The Locksmith’s Dream is otherworldly.  A curated luxury immersive overnight experience, it has its home in Treowen, a gloriously creaking pile of a 17th Century manor house in the marchlands between England and Wales.  And just as the house is trapped between two countries, the story it tells is trapped between, or maybe entirely outside, time(s).  As an arriving guest you are very much of the modern world, but step inside ancient Treowen and you’ll find your genial, generous hosts appear forever frozen in a hazy 1920s vibe.  But in The Locksmith’s Dream nothing is ever quite as it might first appear.  Within Treowen’s walls are a myriad mysteries to unravel.  Where you start, what questions you ask, what puzzles you attempt to solve is entirely up to you.

 

What is The Locksmith’s Dream?

Like the ‘between times’ nature of the house and the narrative it contains, the event itself is liminal and elusive.  It slips between genres, playfully evading definition and refusing to be trapped by conventional labels.  There are elements that are escape room or scavenger hunt-like, with keys to be sought and riddles to be solved, but it is neither entirely an escape room or a scavenger hunt.  There are elements that borrow from the Punchdrunk brand of immersive theatre, where you can follow and interact with a character to piece together their personal narrative and their place in the mystery, but it is also not that alone.  And although I’ve never LARPed, there are some influences from that world too, where you can inhabit an identity of your own to engage with the cast.  And yet it’s not fully a LARP either.

So what is it?  It’s impossible to define, but playfully and deliberately so.  Choosing to exist between genres, there is an angle here for almost anyone who enjoys puzzles, immersion, direct performer interaction, mysteries, narrative complexity and exploration.

 

 

No, But Seriously, What Is It?

Ok, look, the world-building for this event is outstanding.  The depth of detail involved in creating the mythos that exists within the mysterious walls of Treowen is immense, and crafted with passion, affection and intelligence.  It is, quite simply, mind-blowing and overwhelming.  So to try and explain what ‘it’ is within the confines of this review would do it a severe disservice and be at risk of being spoiler-heavy but a bare bones precis might go something like this:

Treowen exists on a threshold between worlds, and sometimes secret gods, known as the Hours and who appear in the form of birds, converge on the house to trade secrets in a meeting known as ‘the Roost’.  When they depart, they leave behind “divine gossip and treasures” or ‘birdsong’.  Your arrival at Treowen in the immediate aftermath of ‘the Roost’ has been arranged by a sponsor from an occult organisation who finds value in this birdsong.  It is your job, once inside the house, to search it out, in any of its myriad forms.  And when you find it you have a choice to make – to assign it to your sponsor who may use it for good or ill, or maybe you can trade it for information, a secret or an insight.

Physical ‘birdsong’ aren’t the only secrets hidden around the house.  Treowen is staffed by a curious band of characters – from attentive butler, Hawthorn, to the wily but circumspect Inspector of the Suppression Bureau, from the dusting-obsessed servant, to the excitable but oh-so-sad Curator.  They all have their own stories, woven into the very fabric of the house, and while they hold their own mysteries close they can often be persuaded to part with a detail or two if you take the time to chat, gently easing away at least part of their masks.  Even those who have long left the house leave secret traces that endure – your occult sponsor might want physical birdsong but they might also like you to uncover what happened to previous residents, some of whom have met mysterious ends.

And just when you think you’ve found your bearings in this complex puzzle box of a house, night falls and, after a delicious 7 course feast of a candlelit dinner, you are invited to don the mask provided by your sponsor and explore the house anew.  Because in ‘the House of the Moon’ so many things are oh so very different.

Throughout Treowen and throughout the 24 hours of your stay, enigmas and conundrums surround you on so many levels.  And this is where The Locksmith’s Dream is unique to any other immersive experience I have taken part in.  The path you choose to take through the event is entirely up to you.  You can spend your time searching for the physical puzzles that litter the house, where every nook and cranny, every uneven floorboard and knot in the woodwork could hide a key or a riddle or a puzzle box waiting to be unravelled.  There are a whole host of props and paperwork to engage with and peruse, from your own personal, leather-bound journal (which warrants careful attention!), to letters and guest books and dolls houses and chessboards and paintings, all of which may reveal a delicious sliver of information.  Or you can mingle with the staff and other guests, ask some canny questions, share a joke or a moment of kindness and learn a secret or two about the house and its residents.  Every conversation can unwrap another layer of the narrative and even mealtime encounters might open a new door or two.  And if any of the above sounds just too darn exhausting, then you could, if you wished, retire to the inhouse bar for the entire time and just drink the cocktails while admiring the countryside views.  In short, there is no right or wrong way ‘to do’ The Locksmith’s Dream.  The options are multiple and the opportunities are endless.

It is easy to be bewildered by the complexity of the world created inside Treowen.  There is a lot to get your head around as so much detail has been poured into every angle of the narrative and the puzzling.  To get the most out of it, if you want to be fully immersed and engaged, then taking time to read and digest all the documents and paperwork you are given is key.  I often fail at this in escape rooms when I’m so keen to get on to the puzzles that I ignore the narrative and skim read documents. But everything is so carefully woven together into one cohesive whole in The Locksmith’s Dream that soaking up the detail will pay huge dividends as you explore.

 

 

And when documents and written detail aren’t giving you the answers you need, it is the superb cast who step into the breach.  The actors who flesh out the weird and wonderful staff of Treowen are supreme.  Masters of nonchalant improvisation, the team of performers remain in character from the moment you arrive to the moment you depart.  They seem entirely inbuilt into the fabric of the house and remain unphased by being asked the most obtuse and obscure of questions while they are also trying to pour you a cup of tea or make you a cocktail.  Because these guys really do do everything – carry your bags to your rooms, serve tea and coffee, pour your wine and remember complex, arcane details about ancient rituals and the indepth back stories of the chamber maid.

While Treowen is a stunning, magical location and the narrative world-building complex and rich, it is the actors who make it all so very, seductively, real.  Particular kudos to Emily Carding as the Curator, who was by turns all giddy excitability then heartbreaking loss.  Her mournful breakfast monologue over the fate of a teaspoon was devastating.  While my friend and I failed on so many levels to complete most of the challenges posed by the Locksmith’s Dream our one success was on a task for the Curator and her reaction to our resolution provided one of the most blindingly bonkers but wonderful and warm encounters of the whole weekend.  The cast gathered together for this event is definitely one hell of a Locksmith’s Dream team.

 

 

But What Do I Get?

To book a place in the Locksmith’s Dream you chose one of Treowen’s 11 unique bedrooms, distributed across the top 3 floors of the house, from the smartest on the first floor to the attic spaces on the top floor.  That bedroom comes with an identity – one assigned to you by your occult organisation sponsor – along with a letter from your sponsor and a series of tasks to complete (if you so wish to of course, you could ignore them completely).  You’ll get a small leather bound journal full of information and space for note taking (essential!), masks to wear for the ‘House of the Moon’ event and a pin badge (who doesn’t love a pin badge) identifying your sponsor.  You also get a delicious lunch on arrival, a small but perfectly formed afternoon tea, a seven course fine dining feast in the evening (including wine), a hearty breakfast the following morning and, most extraordinary of all, 24 hours of magical immersive fun.

 

 

The Locksmith’s Dream is a rarefied event – there is a large price tag, but that price envelops so many layers, experiences, details and engagements that just aren’t happening anywhere else in the UK at the moment. Having thrown myself at most immersive events that have taken place in the last ten years, I can honestly say that I’ve never experienced anything like this.  It is impossible to define and impossible to compare to other immersive events, escape rooms, puzzle hunts or similar to match price points.  It’s just not like anything else.

The only niggle I’d have about this whole weekend, is that while the house is historic and fascinating and gorgeous, it is also so old and protected the amenities aren’t luxury in the ‘luxury hotel’ meaning of the word.  Our room in the attic (‘Seraphim’) was lovely with exposed beams and sloping floors but our twin beds were very narrow and our bathroom shared with another bedroom was a tiny cubicle with only just space for a shower and a toilet. It is not something that would put me off returning and it didn’t stop us having huge amounts of fun (especially as we spent very little time in our room) but it is something to be aware of if the price point is above your normal budget so you can manage expectations.

 

A Dream to return to?

The Locksmith’s Dream clearly has a potent pull.  Several other guests who shared our weekend were returning for their second visits and still finding new layers to uncover and puzzles to explore.  The venue is seductive enough to call you back and, especially if you’re a completist, the sense of so much left undiscovered is a powerful draw to consider a return visit.  There are just so many different angles and avenues to take that no-one, not even the speediest of searchers or riddle-solvers, could do everything within one weekend.

The Locksmith’s Dream is unique.  It is special.  It is bewildering and magical and frustrating and exhilarating and sad and hilarious.  It is laden with puzzles.  It is a joy to explore and search.  It is peopled with endearing, multi-layered characters performed by masterclass performers.  It will not be everyone’s cup of tea (no matter how well Hawthorn the butler makes it) but for those who are willing to step outside the tedium of modern life and engage with the mystical and the magical, to suspend disbelief and be fully immersed, it will be an unforgettable, bewildering, intoxicating dream come true.

 

 

The Locksmith’s Dream can be booked by heading directly to their website here.

Our visit included a gifted discount on the full price but that hasn’t influenced the above review.

Escape Boats: SOS & Convicts | Review

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You and your team are trapped on an abandoned, crippled boat. Your mission is to gather information, repair the boat and escape – before it’s too late! // You and your team are convicts, imprisoned on the good ship Zorg Ella. Using your wits, intelligence, and teamwork, can you work together to escape before the ship departs for the colonies?

Completion Time: 30 mins // 62 mins (out of 90)
Date Played:
March 2023
Party Size:
2
Difficulty:
Easy

Whenever I go to a new country, or even city, I love to find a local escape room to do, as it’s often very different from what is available near me. Usually, this involves a lot of research on blogs, travel sites, and Facebook, but for our recent trip to Dublin, I immediately knew where I was going to book – Escape Boats. It has been on my list for a while as I’d heard it was an escape room…on a boat…that really utilised the fact it was on the boat.

Luckily for me, since first learning of ‘Escape Boats’ they’ve introduced a second room, so we booked both for the same morning.

 

 

SOS

We started with their original room, the one I heard so much about. We were first lead to the steering cabin (probably not it’s technical name), which is where the GMs monitor the games from, before a door was revealed, leading us to the belly of the ship. This is where we began the game, so right from the start you are fully immersed in ‘boat’ aspect. The concept of ‘SOS’ is that you wake up on a sinking ship, so it was particularly cool that we started next to the actual engine of the boat!

From there we really raced through the room (completing it in half an hour!), as it was totally linear (one puzzle led to the next). For the pair of us this was absolutely fine – we worked on everything together, but for a larger team I can see this being a little frustrating. However, the puzzles were all well thought out and fun to solve, and fit in perfectly with the theme and story. The room really did feel like it was progressing throughout in a natural way – first we had to turn on the electricity, then find a way to communicate and send an SOS message, and then find a way out. It also felt pretty spacious given we were just on a boat, which actually fit two separate escape rooms – they’ve done a really good job of giving you the impression of size via clever tricks and sparse (but still relevant) set dressing.

It’s the final room that really sets this experience apart though. If you don’t want a spoiler I’ll just say…think boat. For those of you who do…

think boat?

To solve the final room you have to flick a lever…which starts filling the room with water! Luckily I had already spotted a couple of pairs of wellies conveniently placed as we had progressed through the room, and made sure we put them on before entering this room!
I was actually very impressed and excited by how quickly the water came in – the room is probably larger than it seems, as although the water appeared to flow very quickly it only made it up to our ankles before we managed to stop it.

Not only was this every exciting (and the reason I had heard about this room in the first place), but it just shows how well this company have designed the room and taken on feedback. Apparently, many early teams had managed to solve the puzzle before, or just after, flicking the lever to trigger the excitement, so didn’t get the full experience. They have therefore modified the puzzle to stop it to only be ‘active’ once it has been triggered, and completely randomised so you can’t figure it out beforehand!

Overall, although this room was a very quick experience for us, we enjoyed it a lot. It was on the easier side, as we didn’t need help at all and only used half the time, but this also meant we were never frustrated. All the puzzles made logical sense and were fun to do, and the room itself was fantastic.

Rating: 4/5

 

 

Convicts

It was only natural to book both rooms at the same time, so after a quick coffee break at a nearby cafe we returned for their newer game. This is designed to be a head-to-head game, but unfortunately we weren’t able to do 1-v-1 as I had hoped due to the nature of a couple of the puzzles, so instead we did both sides…one after another. I think this is fairly unique – most head-to-head rooms tend to be mirror copies of one another, but in ‘convicts’ the two sides were similar, with a couple of the same mechanisms used for a different puzzle, but different in a lot of ways. We didn’t feel like we were repeating ourselves at all when we were into the second half – we were still experiencing new things and having to think how to solve certain puzzles. This was also a fairly unique aspect – rather than playing one side through, then the other, the first half lead to the second half before leading to the common final room.

Once more, this room does a fantastic job of feeling big and spacious, when actually it covers any space at all. This was partly achieved via the small rooms packed with puzzles, but also the method of moving between rooms – tunnels. These were great fun for us, but I can see this being a real issue for anyone with mobility issues or spacial concerns. However, I thought it was a really novel idea that meant the rooms themselves could capitalise on more space, and surprise you with your route to the next step.

This room was definitely harder than the last, and we were stuck a few times. There were more puzzles, which were a little trickier but this also meant they were more interesting. Once again, everything was themed really well, and there was less linearity at the start.

We escaped in 61 minutes – I believe we had 90mins available as we were playing both rooms. Technical issues hampered the ending slightly, but this is easily forgiven and explained by a very quick turn around to get us in early after the previous team had finished.

Overall, I’d probably still recommend ‘SOS’ over ‘Convicts’ for the novelty aspect, but why not do both?!

Rating: 4/5

 

Accessibility

Minor spoilers

Vision: Convicts starts in the dark, with near to no light until you complete the first puzzle. There are also a couple of puzzles that are done in low lighting, and one requiring colour recognition. SOS is a little dim, due to the nature of the room.

Sound: Hints are delivered via a speaker, so there will need to be someone who is able to hear to utilise this. There is an audio puzzle in SOS, and a puzzle requiring communication between two (or more) teammates in Convicts.

Physical: This may be one of the least accessible rooms I’ve done! The spaces are very small – it felt crowded at times for even two of us. I could see it easily becoming too cramped and warm with more! There was climbing required for all teammates in both rooms, as well as crawling required for Convicts (for all teammates). Convicts also starts with very low headroom (I am 5ft3 and had to crouch to start), and to access and exit both rooms you need to climb up/down ladders.  I would advise against doing this room if you have claustrophobia, mobility issues, or are unable to fit into small spaces for any other reason.

Location and overall verdict

The location was fairly easy to get to from central Dublin, although we got a bit lost trying to find the boat itself (both

Google and Apple Maps were sending us to the wrong part of the canal). It is based just over the bridge from a handy Caffè Nero and independent cafe, which also have toilets for use.

I think this was a fantastic pair of rooms, clearly designed and ran by people who care. Our GM was really friendly and welcoming, and did a great job of hosting us. We had a lot of fun, and I highly recommend you visit if you are going to Dublin! I am also awarding this our ‘Wow award’ as a I think what they’ve created for both room is very unique and innovative!

SOS and Convicts can be booked on the Escape Boats website here

 

The Complete Guide to Tulley’s Escape Rooms Sussex

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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
Difficulty: Expert!

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

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!

Rating: 4/5

 

The Outfitters

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.

Rating: 3/5

 

Spellcraft

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.

Rating: 5/5

 

Mutiny

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.

Rating: 3/5

 

Nethercott Manor

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. 

How scary?

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.

Rating: 5/5

 

 

Overall experience

The team at Tulley’s were fantastic, and the rooms were large and immersive, while still delivering high quality puzzles. We appreciated the drink offerings, and usually they serve food on the farm too. The introduction videos are also worth mentioning – very entertaining, and slightly unhinged, but they weave into an overall lore, which I’ve only seen a handful of other rooms do as effectively.

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.

Accessibility

Minor spoilers

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

Case Closed | Review

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Case Closed Review | Max Sinclair, private investigator, has been found dead in his own office. Foul play? Tough times? Or just plain old bad luck? The other cops call it an open and shut case… You’re not like other cops.

Completion Time: 75 minutes
Date Played: 12th February 2023
Party Size: 4
Difficulty: Moderate

Okay, stop the press!

Case Closed is without a doubt my new favourite room in Edinburgh. No- favourite in Scotland. And for that matter, a strong contender for my favourite in the UK. If I don’t see Case Closed listed on the 2023 TERPECA nominations for the UK, I’ll be very surprised indeed.

So what does Case Closed have that makes it so special? It’s a 90 minute room in the heart of Edinburgh. So far, fairly normal. There’s no “escape”, and your currency is information: instead of unlocking doors and running away, you succeed by filling out reports to your superintendent, and if your information is correct you may proceed. It’s about as realistic as it gets to solving a real case – think blood spatter analysis, forensics, and guns. Furthermore, there are no leader boards or ‘escape times’, no, you’re supposed to take your time and enjoy it rather than worry about beating a score. It has a spectacular ending which I’m still buzzing about days later. It’s also designed and crated by an enthusiast, who was also our GM for the day. You can tell the difference between an escape room for profit, and escape room born out of absolute passion and love. Case Closed is the latter.

In all, Case Closed has all the ingredients to being a perfect room. We went in with no expectations and came out very pleasantly surprised.

 

 

The Case is Not Closed

On arrival, we headed into the building marked “Black Axe Throwing Co” – an impressive axe throwing venue sporting one of the city’s only “zero alcohol” bars (well, axe throwing and alcohol don’t mix). From there, we waited at the sign marked Case Closed and within a few minutes were greeted enthusiastically by our host Ronan. Ronan took us upstairs into a noir-esque office space with a thematically flickering light in the corner, the whole place marked with “crime scene do not cross” tape.

After a short briefing, we were given roles and asked to choose our detective names. I went for Mairi Two-Guns, and a suitable role of “ballistics expert”. Of the other three players in my team, we had Superintendant Ouagadulu, Detective Moose, and Spins. Between the four of us, we represented very different types of escape room players – one of us with over 300 rooms played, one with around 100, one with under 10, and one with 0. For us, it was the perfect mix. Expectations out the door, just there to have a laugh and see how well we worked together as a team of detectives.

Whilst I could make a case that your room begins outside of the entrance, from that moment on we were in the game.

Now, Case Closed is a room best played without any expectations, so we’re going to keep spoilers here to an absolute minimum. The basic principle of the room is that you have the solve the case. But it’s not quite so simple. In true bureaucratic style, you solve the case by correctly filling out various case files. You collect evidence, you present your findings, and proceed. To present your evidence, at any time you could submit a case report to the superintendent (the real one, not the friend in the room with us). If the superintendent is happy with your findings, you might receive a thumbs up or the next piece in the puzzle and the case progresses.

To find all the information we needed, we well and truly had to think like a detective. We had to analyse every bit of information available to us, in the room and in the crime scene. Think fingerprints, shoe sizes, ballistics analysis, blood spatter, notebooks, recordings. It’s safe to say this room will make you feel well and truly like a detective. And, between you and me (as someone who did an internship with the Metropolitan Police right out of university), it’s actually pretty accurate too.

The puzzles themselves were a perfect mix of logic, deduction, and critical thinking, making us feel like real detectives as we worked together to crack the case. It’s non-linear, so at times we broke off into groups to solve a different thing, and often came back together to work on a trickier puzzle. The flow of the game was flawless. Since we had a whole 90 minutes, it wasn’t a case of racing through everything but taking your time, understanding and logically solving everything. Like a really, really good boxed murder mystery, but played out in a large physical space.

And that ending?! Don’t get me started on the ending. It was brilliant. But that’s all we’ll say about that for now.

 

 

Detective Work at it’s Finest

One of the things that made Case Closed so special to me was that attention to detail, love and care. Case Closed is an escape room created by two enthusiasts and veterans of the theatre and escape room industry. They had a brilliant idea for an escape room, saved up, found a location, and brought the whole thing to life themselves. As I mentioned earlier in the review, you can really tell when an escape room is being built by a faceless corporation to spin a profit, versus created by someone who just loves it, and Case Closed was the latter. We were fortunate enough that one of the creators, Ronan, was also our Games Master, and they took the time to take us through all the details of the experience after.

My first question: “Okay but when are you making another room?!”

Because we’ll be first in line to book it, that’s for sure.

 

The Verdict

In all, I give Case Closed the highest commendation possible. In all the rooms I’ve done, it’s up there as one of my absolute favourites. This was a surprise for a drizzly, rainy Sunday morning in a city not especially known for it’s escape rooms (though I hope that’ll change). I would almost go so far as to say Case Closed is more than an escape room. It’s immersive theatre. It’s murder mystery. It’s “Escape Room Plus”. To me, that’s very cool.

As a result, we’ve decided to award Case Closed with a special badge – the “Badge of Honour”.

BADGE OF HONOUR The highest award of them all! The Badge of Honour is the best badge The Escape Roomer team can bestow upon a game. These games were incredible!!

In terms of who I’d recommend it for – given it’s more of a mature theme of ‘murder’, the company have a 16+ age rating. In honesty, I think it would be fine for a younger audience since there’s nothing too upsetting or graphic, however this may have more to do with the venue itself (Black Axe Throwing) being a 16+ venue. In terms of “is this for an enthusiast or a newbie?” I’d say both. It’s brilliant when you find a room you can seamlessly take players of all experiences and just know they’re going to have a great time, but Case Closed is one of those places.

After our room, we went round the corner for a drink and a bite to eat at O’Connor’s – which was well priced, delicious and a welcome break from the grey skies. Black Axe Throwing Co also has an excellent bar on premises for that post-game celebratory drink (zero alcohol, of course). And, if you didn’t quite catch the killer, the axe throwing is great to get rid of some pent up anger.

 

Case Closed can be booked in Edinburgh by heading to their website here.

Please Note: We received this experience for free in exchange for an honest review.

Compendium: UI-55 | Review

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Compendium UI-55 Review | A German U-boat named UI-55 was found in the river Thames. Have you and your team got what it takes to sneak aboard and retrieve all of Britain’s wealth before the German soldier’s return?

Date Played: March 2022
Number of Players: 2
Time Taken: ~50 Minutes
Difficulty: Expert!

When we were planning our mini-break to the North we chose Manchester due to the escape rooms. I had heard such fantastic things about UI-55 that it was a bit of a no-brainer. This room has actually won multiple awards, and (spoiler alert) is one of the few rooms I’ve done that I think is well deserving of the hype!

 

All Aboard UI-55!

The premise of UI-55 is that you have discovered a German U-boat, hoarding plenty of British treasure, and you only have an hour to recover as much as possible. The first thing you’ll realise upon ‘boarding’ is just how massive this room is. For context, it fills an entire floor and is apparently the size of two normal escape rooms put together! However, if you’re worried that this looks like a big rectangle, don’t be! It’s very much structured as a submarine, with long corridors and windy passageways to traverse. I loved the general size, and the attention to detail in that every nook and cranny reads as ‘submarine’. I had great fun running up and down, as the puzzles absolutely cover the space, and you will need to get elements from each area to complete some.

The other thing to be aware of is the sheer amount of puzzles, especially given the 60-minute time. In a normal room, you might expect to complete 10-15. Here there are nearly 30 to complete alone, which each give you a task to complete and then a key to use to retrieve some loot (depending how quickly you locate the right locker). Luckily, you don’t need to complete all of the puzzles – from memory, you only need to complete 21 within the time, with a very clear (and very fun) indication of when you should really move into the final phase of the room (the loot grabbing).

 

Baffles

As you might expect in a room with such a large variety of puzzles, they are all completely different with a fantastic variety. If one puzzle isn’t your forte (*side eyes the dexterity puzzle*) that’s ok! There is always another puzzle to do instead. Some of these puzzles are available upfront, some require you to complete others to gain the materials you need. It’s fairly obvious which bits go with which puzzles, and what you need to do. There are also clues scattered all over the place in the decor, and even some answers which are available to you right from the start! Completing a puzzle gives you a code, which you use to get some tokens, which are then used to gain keys, which are then used to unlock lockers. Luckily, as a duo the ‘gaining keys’ stage can be skipped, as I can see that this would take quite a bit of time, and personally, I feel is a step too far for any team.

I can only remember what a few of the puzzles were in the game, as I was very much running around like a headless chicken, completing one puzzle and then moving on, but I know I’d love to redo the room just to have the same experience again! I also know I only saw around half the puzzles, with my mum clearing half the sub by herself and me clearing the other half. If you or your teammates are the sorts of people who want to know what everyone has done so far or how they’ve reached their conclusions…this is not the room for you. We had to trust that we each had a grip on what we were doing and that we would call for help if needed, or if there was a puzzle we couldn’t figure out. Even when it came to the co-op puzzles we were so aware of the time we just trusted each other’s instincts, and if we ever found objects we weren’t sure of we checked in with each other to see if they had an idea. Honestly, it’s probably the best teamwork we’ve ever had as we didn’t have time to argue!

Normally I would talk about flow, but honestly here there is so much to do in so little time we were never stuck, bored or frustrated. The team are so slick with their clues too – they know exactly when to give us a nudge, what sort of nudge we needed and clearly could tell what we were each working on.

This room is also an example of my favourite type of room – the type where you don’t need to 100% complete it, but if you have the time and skill you can. This meant we were determined to grab all the loot, so really pushed the time at the end to get all the lockers unlocked and money in the bags.

I could go on and on about this room, but it’s honestly the best room I’ve ever played, and I could easily go and replay it (especially as I know there are a lot of puzzles I didn’t even see the first time!).

Accessibility (spoilers!)

As I mentioned in my previous review for the other Compendium rooms, there are some steep stairs to reach the room. However, there are chairs to sit on inside the room itself. It’s a bit dim in places, with lots of reading and colour requirements. There are a couple of puzzles requiring hearing, and some requiring dexterity. No crawling in this one though! You should also be fine if you’re concerned about claustrophobia, as although this was set on a submarine it was actually pretty spacious.

The Verdict

This is a short review because the verdict is simple. This is a must-play room, and we are awarding it our highest award; The Badge of Honour.

I’ve played many of the top rooms in the TERPECA and ‘Escape the review’ lists, but this is hands down my favourite. It’s going to be a long time before this gets knocked out of number one for me!

UI-55 can be booked by heading to Compendium’s website here.

Phantom Peak | Review

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WELCOME TO PHANTOM PEAK

Welcome to Phantom Peak, known far and wide as the Venice of the West! In this fully-realised steampunk mining town, nothing is what it seems… What is hiding in the vestiges of the mines? What does the charismatic founder of corporate JONACO really seek in this sleepy town? Was the Blimp Crash really just an accident? Dine, shop, play games, go sightseeing, collect clues… explore the town and uncover its mysteries at your own pace for up to five hours in an immersive open-world adventure the likes of which you’ve never seen before!

Time spent: 5 hours
Date Visited:
August 2022
Party Size:
4
Mysteries solved:
7

First of all, an important note! I am not an immersive theatre fan. I have only been to one other Immersive Theatre show in London, and in general, I tend to steer away from anything immersive – I even hate live actors in escape rooms! Therefore this review is from my perspective, as a lover of escape rooms and mysteries, rather than immersive theatre. Keep an eye on our site though, as we will be sure to update this with the review from our resident immersive theatre lovers once they have had a chance to visit!

If you’ve become immersed in the Escape Room Industry at all you’ve probably heard the name “Nick Moran” crop up a few times. Nick is the genius behind “Sherlock: The game is now”, Hackers’ new rooms, and “Spectre & Vox”. Now he joins the creative team behind “Phantom Peak”, so we knew this was easily going to be one of the most mysterious immersive experiences in London, hopefully with the emphasis placed on the mysteries rather than the immersion!

So what is Phantom Peak? Phantom Peak is a cowboy / steampunk town that has recently opened in East London. On one hand, you can go and enjoy the food, drinks and various games around town. However, for the more curious amongst us, there are (currently) 16 different mysteries occurring in this small town, with many more set to come as the town expands in the future.

 

Entering Phantom Peak

 

 

The first thing to acknowledge is that, from the outside, Phantom Peak doesn’t look like much. Based a short walk from Canada Water station we found ourselves in a rather dusty car park, looking at a wooden fence. However, just before our entry time (11am) a couple of “townspeople” came out (including Nick himself) to give a bit more of an explanation of what to expect inside the town, and get us set up on our phones (which are crucial for this). We then answered a few questions to get our first trail assigned, and we were ready!

Unfortunately, rather than the nice, large double doors you see here, we were let in the smaller side door, which meant there was a bit of a backlog going in. However, once we were in our expectations were definitely met – we were presented with a real life “boardwalk” from the Wild West, leading to a lake, and even a cave. The set design is beautiful and fully realized, with no half-finished sets or rough finishes. There are so many big and small features of the town, it’s so worth just taking some time to look around. The attention to detail is fantastic, and due to the number of mysteries, you never know if or when something will be relevant! It lead to quite a few fun moments when we finally realised what a certain poster was alluding to, or immediately knew where to go next because we’d noticed something previously. The costumes that the cast were wearing were so beautiful without being over the top, and I also loved that a lot of the guests had also committed to the Wild West steampunk vibe – I’ll definitely need to make more effort next time!

 

Starting off on the right foot

 

 

As mentioned, a lot of Phantom Peak relies on following a mystery on your phone. You answer a few questions, get given the name of your trail, your initial story point, and a place to start and you’re off! These trails make use of the whole of the town, moving back and forth and venturing into a variety of locals. Luckily the people of the town tend to stick to their zones (whether that’s propping up the bar, running their store, or canvassing for votes), so once you know who’s who it’s easy to find them.

To unravel the mystery you will need to talk to a range of characters, utilise the various machines around town, and even do a bit of subtle sleuthing. I also want to give a shout out the gender neutrality of the names – the logical side of me knows this is so that actors can be switched in and out for the same character (which also shows how talented these actors are), but the liberal side of me is excited that at no point do you know whether the character you’re searching for is a man or woman, and even the titles are all gender neutral (‘post-person’, ‘supervisor’).

At one point I was scolded by the Saloon owner for saying I loved a ‘lady boss’, and she quite rightly told me it was just ‘boss’, no need to qualify it or bring gender into it! It was points like this that shows how brilliant the actors were – I really enjoyed talking to them, having fun with them, and have proper conversations with them that made it clear they weren’t just following a script. This aspect made them really feel like fully rounded characters.

It would’ve been nice if things you discovered in one trail (or ways you interacted) carried throughout the day, as at points we finish one trail and discover some sort of big twist, but 5 minutes later we’d talk to the same character and it would be as if it never happened. However, with such a large crowd I understand why this may have been a little challenging.

However we did find the phone aspect a little too hand-holdy in parts, particularly where the casts and clues were giving us some clear directions to follow, only to realise we had a few more questions to answer in the phone before we got to that point. However, it was also a nice safety net so we weren’t totally in the dark at any point, and the townsfolk were all very knowledgeable and ready to lend a clue if needed.

 

The Puzzle Posse

At this point, I need to talk about the mysteries themselves, because oh my word they were so much fun! If you are thinking the mysteries will just be about missing hats and rogue bandits you’re so wrong (mostly), and even the ones that started quite meekly had an interesting twist. There’s also one facet of every story that will appear quite quickly, and I absolutely loved this part of the town lore. I don’t want to ruin the surprise, but let’s just say the town has a clear mascot, which I adored and found so creative. The way it features in each story and throughout the town was so much fun and so creative.

The mysteries themselves weren’t that hard – for the most part, they involved talking to a townsperson, using one of the machines to find some information, or finding a hidden clue on a poster or in a certain location (which we were mostly guided towards). I would say don’t come into this expecting complex puzzles and the need to be Sherlock Holmes, but that’s ok! It wasn’t until we were discussing our experience for this review that we realised we didn’t really ‘solve’ all that much, but somehow we hadn’t noticed at the time because we were having so much fun. The story building was also thorough and immersive – we always knew why we were going somewhere, and what we were meant to be doing next.

In the end, we managed 7 trails, out of a possible 16 (so far). I’m not sure how you’d get over 8 (due to the nature of the questions), but apparently, I’m metagaming here, as I know some people managed 11 during the 5-hour slot! This included taking plenty of breaks for delicious food, necessary water, and of course a romantic (?) boat ride. You receive a souvenir at the end of each trail, but other than being a keepsake these didn’t appear to have been used for anything. I’d love to see these used for something in the future, or even have some form of souvenir ‘guidebook’ you could purchase to store them in (and therefore see all the uncompleted trails you have yet to do!). I’d also love some sort of specific souvenir to display on your person (such as a badge) so that as you wander around you can see what other people have done, and it might also give the characters more material to play with.

In terms of the machines, they were all fun and easy to use, but by the 3rd or 4th time using them the shine wore off a little. I think this could easily be solved by just not saying which machine needed to be used – we became familiar with what number of letters/numbers led to each machine fairly quickly, and then that would have added a small amount of puzzle solving to the puzzle instead. Either that or potentially making them a little more complex to use. In fact, it might have been nice to have some more complex trails to do – we did one that could potentially be called ‘adult’, but I think it would’ve been easy enough to tone down the content for a family.

Mystery trails aside, there was clearly a larger mystery at work in the town. We worked out enough (from the wider lore and stories) that something was a miss, but never worked out the overall mystery or how to solve it. I absolutely love this. There’s clearly a lot of wider lore that is dropped into each mystery if you pay attention, and many conversations to have. I’m not sure if there’s much ‘hidden’ around the town that wasn’t part of one of the 16 trails, but then again I wasn’t looking for anything in particular.

 

Rooting and Tooting

 

Of course, there is plenty more to do here when you want a break from a puzzle (especially as the time slots are 5 hours). There are 3 food stores (4 including Gelato) as well as a couple of bars. We tried the burgers, chips, and tacos and they were all absolutely delicious. I also have a ‘beer float’ from the Gelato stand, which was perfect on such a hot day.

 

 

As well as food and drink, there’s also a variety of fun carnival games, which are harder than they look, and you’ll need to beat 3 of them to become a real citizen of the town. Unfortunately, I only managed to earn one rosette, so I have no clue what happens when you have all three!

There are also a couple of events that only happen at a certain time, likely to give everyone a chance to explore the town a bit more first. I only took advantage of one of these, but will be sure to do the other next time! You can also browse the variety of shops for your variety of needs (and walk away with some nice souvenirs). The town itself was also completely accessible – everywhere was flat, which ramps up and down where necessary. We didn’t use any stairs and believe all the doorways were wide enough for a wheelchair. We were there for 5 hours, which was actually the perfect amount of time. I was personally getting a bit frustrated by my non-enthusiast friends who were taking lots of breaks, and definitely flagging by the end, but I admit I probably wouldn’t have wanted to stay much longer.

 

This town ain’t big enough…

I absolutely loved our time, and I will absolutely be returning, but there were definitely a few niggles here and there which will hopefully be ironed out as the experience expands. For a start, we heavily relied on my phone, which meant the battery ran down quickly. Luckily I had packed a portable charger, but even then I was down to 30% when we left. For such a phone-heavy experience, I was surprised by the lack of charging stations in the town – I can imagine some rentable power packs would be a big hit here!

The walkways are also quite narrow, so we often found ourselves walking slow behind a queue of people, or waiting a while to get into a shop. This died down at certain points throughout the day (down to events, food breaks, or just people leaving), but it was definitely a bit harder at the start. Staggered start times would solve this, but then of course it would be hard to monitor when people’s 5 hours were up. In a similar vein, there were times we were essentially following another couple doing the same trail, either waiting for them to finish their conversation with a character so we could have the same one, or just listening in. Sometimes this was fine, due to the occasional puzzle that needed some time to solve, but otherwise, we got into the groove of using those moments to grab another drink rather than following on their tail. I’m not sure what the plan is for the expansion, but I’d love to see some bigger areas, perhaps with new characters to talk to and new machines to use!

 

What’s the verdict?

 

 

This is hands down my favourite experience I’ve done in London. I’d even go so far as to say I’d rather come back here than go to another London escape room. At less than £40 for a ticket, which covers 5 hours, it’s a real steal on price too!

You can be as immersed as you want to, but the characters don’t necessarily approach you or force you to put on an accent if you don’t want to, which was great for my friends who were less sold on this aspect. The mysteries were just really fun stories, and although the puzzles weren’t that complex I don’t think you’d be disappointed because so much else is going on.

I will be recommending this to anyone and everyone, and cannot wait to return to Phantom Peak.

Tickets for Phantom Peak can be booked on their website

Layered Reality: The Gunpowder Plot | Review

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The Gunpowder Plot Immersive Review | London, 1605. A city divided. The fuse of rebellion is lit. The peace of the nation balances on a knife edge… Step into a world where spies and informants hide in every shadow. Your mission is to go undercover and unmask the mysterious figures behind history’s most infamous plot. But when you’re surrounded by ‘traitors’ who can you trust?

Date Visited: 17th July 2022
Number of Players: 3
Time Taken: ~120 Minutes

Remember, remember the 5th of November… Gunpowder, Treason and Plot! For I see no reason why Gunpowder Treason should ever be forgot.

The Gunpowder Plot Immersive is London’s newest immersive experience created by the award winning team behind War of the Worlds Immersive, and located in the iconic Tower of London vaults. From the very moment the experience was announced months ago, we were very excited. Layered Reality have built up an excellent reputation of blending immersive theatre, actors, jaw-dropping set design, all to tell brilliant stories.

As such, it’s not really your ‘typical’ escape room experience, but since most of us are big fans of the immersive, anything with Layered Reality’s name stamped on it is well worth checking out. Layered Reality experiences differ from other immersive theatre as your experience is guided by a series of actors around an environment and the story plays out around you as mostly-passive viewers. But unlike regular theatre, you’re thoroughly in the thick of it. Take care to notice all the little details and interact wherever you can. You won’t regret it.

But how did their newest immersive experience, Gunpowder Plot fare? In this joint review between Georgie, Mairi and Karen we’ll pick apart what worked, and what might not have worked so well, and who we recommend this for.

Let’s Dive into the Past…

 

Mairi: If in doubt where Gunpowder Immersive is located, look out for the enormous Tower of London. Yep, that one! This experience is located quite literally underneath, and accessible via a well-signed doorway near the All Hallows by the Tower church. It’s conveniently located right near a train station, many bus stops, and plenty of other iconic tourist attractions, cementing itself squarely on the “must see” list if you’re a tourist visiting London who also wants to sample some of the local history.

Georgie: From the moment we walked in, Gunpowder Plot felt immersive – we made our way down some stairs into the start of the vaults, where we were offered lockers and guided to the dungeon-esque themed bar. Once our group was called we were led to the ‘briefing room’, which is where the experience begins. Our host launched into a partially themed- partially factual briefing about who we were, where we were, and what to expect. She did a fantastic job of separating the initial, ‘admin’ information from the more dramatic introduction. This introduction really set the scene for the experience to come, and even as someone who knows the history fairly well, I learned some new facts about the context of the plot, and some of the reasoning behind it.

 

Remember, Remember…

Georgie: We were then guided through the experience by ‘the wick of rebellion’, which is in fact a firey-themed light that surrounds the doors to move through. Helpful to know where to go and this fitted really well with the theme in the dimly lit corridors!

From the first room, it is obvious what is meant by ‘immersive theatre’ – we found ourselves in the cells of the tower, meeting a prisoner and hearing his tale. He told his story through words, action, and the environment. Although you are not expected to be particularly active (which suited me well) and were largely there to observe.

This first room did an excellent job of laying out the story, why we were there and giving us a taste of how the rest of the experience would pan out. It was also a great introduction to the live actors, who were superb throughout. I will also say that despite all the many warnings we read in the waiver, there were no jump scares or unnecessary scare tactics, which I greatly appreciated!

Mairi: And what a story it is too! As we explored each environment in a larger group of around 12-20 people, the story of the Gunpowder Plot diverged a little from what I had expected, with brilliant consequences. We won’t go too much into the actual tale since there’s an element of choose-your-own adventure and some delightful moments of surprise, but we really enjoyed the story aspect of the experience. Characters flitted in and out of the experience and much later we’d be reunited by characters we thought we’d abandoned earlier.

 

…The 5th of November

Georgie: Throughout the experience the low lighting, small spaces and eerie soundtrack keep the sense of atmosphere and immersion. The actors did a great job of flawlessly handing over the narrative to subsequent characters, keeping the story moving and never leaving us alone for too long. The story was really engaging and fascinating as it developed, and they did a fantastic job of showing both sides of the story (and their rationale). The location itself is huge, with seemingly endless corridors and vaults to move through, with authentic sets and surprises round every corner.

Mairi: If the experience sounds large, I’d add that it is well paced! With a bar at the start, the end, and one right in the middle, the whole experience is broken up into ‘bitesized’ chunks. In particular, I loved the middle ‘rest’ area, a much needed break. Players were sorted into various tables made up of your own friends and family, and total strangers. We quickly realised there was no such thing as a stranger in this experience however, as we all jumped right into conversation, speculating about what would happen next and what had already been. With a plot this thick with backstabbing an intrigue, there’s a lot to mull over a pint (or two, if you have the time).

The Past meets The Future

Georgie: One of the features that sets this experience aside from others is the use of Virtual Reality (VR) technology. At 3 separate points we were asked to put on a VR headset to experience a facet of the story which would be hard to create otherwise, removing the headset to find the room somehow transformed or a new actor appeared. I have previously felt motion sick when using VR, but fortunately didn’t feel anything like that here, so I was able to full enjoy the experience.

The first two Virtual Reality segments are accompanied by a moving element, and again there were no fake scares, just excitement. The final experience allowed us to free roam a little more, although this wasn’t made clear so anyone not familiar with VR may not have known to do this. The VTs also featured an amazing performance by Tom Felton, who has proved what an incredible actor he was. In reality, and in the virtual space!

Mairi: Agree! Virtual Reality is something Layered Reality does really well! Unlike War of the Worlds Immersive however, I found there to be slightly more VR. Where Layered Reality’s first experience often creates more physical sets, like slides, or moments where you have to jump, due to the physical limitations of it’s location, Gunpowder Plot leans more into the VR. No bad thing – just a consideration! If any player struggles with VR, they can bypass these sections quite easily.

Finishing the Tale

Georgie: Just to jump back to the story, we’re going to attempt to talk about the ending without giving away too many spoilers, although given this story is over 400 years old I think you probably know what happens. The final room features the peak of the drama, followed by the final dramatic VR. From here we were guided to the exit, with a really excellent video explaining the factual and fictional aspects of the experience. I really enjoyed this little wrap up, and nod to the story.

Again, they did a great job of highlighting the contrasting moralities and beliefs at play, whilst mainting the elements of mystery we still don’t know about. There is a classic photo opportunity too, although this will cost you a little extra.

Mairi: One thing players may not be expecting however is that you are given a choice at one point in the game. I’m unsure how much this choice actually affects the ending – probably not at all since, well, we all know what happens. But convincing the rest of your team to make the ‘right’ choice will certainly ease your conscience, so you can emerge back into real life afterwards knowing that you did all you could.

“Poor old England to Overthrow”

Georgie: I had a great time, but there were a few small parts I didn’t like as much, which it’s worth being aware of ahead of time.

Firstly, there was little in the way of interaction – most of the time a character might ask you a simple yes or no question, or tell you something which you also immediately tell another character. It felt more like watching an (admittedly amazing) play than taking part ourselves. Where there was a decision, it definitely wasn’t unanimous and I think the cast could have done a better job of ensuring this was (something like raising hands, giving our group of strangers more than a minute to decide, or even just realising the signs for it not being unanimous). Even then, as Mairi mentions, I’m not convinced the decision had any bearing on the experience other than maybe a line or two spoken by an actor.

Mairi: Also, since this is The Escape Roomer, we have to mention the puzzles. There was also only one ‘puzzle’ in the whole experience so don’t go into this thinking it’ll be puzzly! Although, to be fair, that is one more puzzle than you’ll get in The War of the Worlds. For me, The War of the Worlds still takes the cake as my absolute favourite immersive experience in London, but Layered Reality have taken the same formula and done something slightly different to a different effect here.

Georgie: In terms of the VR, there could’ve been a bit more of a briefing about how to use it. For example, in the last area, you could move around – but none of us knew this fact and stayed rooted to the spot, potentially missing a part of the action.

Finally, Tom Felton’s performance was amazing, but all virtual. This wasn’t exactly surprising, knowing he’s currently appearing in a different play in the West End, but as he played such a key character it obviously presented a conundrum. Rather than subbing in a different actor and asking us to suspend our belief, we are instead presented with someone covering their face and using a speaker to broadcast Felton’s voice. Unfortunately, the effect was more of a robotic-cowboy-scarecrow rather than a heroic-villainous character, and it could have been handled better. It also got in the way of the final scene a little, which already felt fairly chaotic without this.

 

 

A Note on Accessibility

Mairi: If anyone has any hesitation on accessibility, Layered Reality have produced a full access guide here. Whilst the base experience doesn’t feel like it would be accessible to folks in a wheelchair for example, it’s worth noting they do offer special performances which are geared towards accessibility, such as the wheelchair performance. For any other requirements, they encourage players to reach out to them directly.

Mairi: There are a lot of stairs and small spaces to fit into, so a reasonable level of physicality is necessary. Most of the experience is dimly lit, with an atmospheric sound track. Most of the actors project well, although I admit I, as someone with hearing impairments, missed a few things I wouldn’t say this was necessarily essential. Given it was an extremely hot day, the rooms were nice and cool.

 

The Verdict

Mairi: Gunpowder Plot Immersive is a really unique experience. For me, it’s impossible not to compare it to The War of the Worlds which, I’ve said before and I’ll say again, is my favourite immersive experience in London. By contrast, Gunpowder Plot has a more mass-market appeal. From tourists wondering what Guy Fawkes night is all about, to locals who want to be immersed in history in an iconic building. It’s target audience is clear. Whilst that target audience might not necessarily be the overlap between escape room enthusiasts, I personally had a great time!

Georgie: Once I realized there would be no jump scares or unnecessary scares I was able to relax and enjoy myself. I had a really fun time – it was very immersive, did a fantastic job of bringing the characters and story to life, and was a very pleasant way to spend some time in a historic location. I’m not sure I would’ve felt the same had I paid the full price (around £70 per ticket), but then again I’m not sure what the average immersive theatre ticket goes for in London, and I imagine I enjoyed this more than I would enjoy them!

 

The Gunpowder Plot Immersive may be booked by heading to this website here.

36 Inch Penguin: The Society | Review

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The Nayland Rock Hotel, once Margate’s most glamorous destination, visited by the rich and famous. A downstairs bar, The Crescent Suite, hosted regular meetings of a little known Society. When the Hotel closed for renovations in the 1980’s the Society and the bar’s Landlady vanished without a trace.

​The Crescent Suite never reopened.

​For years rumours have persisted of valuable items hidden away in the suite and then, with the death of an American man in 2021, clues came to light of those items whereabouts. The dead man’s children, The Twins, live in the US and can’t come to find them themselves, but…

​…with the help of a friendly security guard they can get you inside.

​Can you help ?

Date Played: 23 April 2022
Number of Players: 2
Time Taken: ~40 Minutes
Difficulty: Medium

 

We slid into Margate’s The Society on the back of a four escape room day.  We’d played Quick-E-Mart, Detention, Frankenscape and Spacescape at Ctrl Alt Delete back to back, with the time so tight between the end of Spacescape and the start time for The Society that we’d had to throw ourselves in a cab and make a desperate dash across Margate’s seafront.  We literally fell in through the door at the Nayland Rock Hotel, brains fried, energy depleted, a little dazed and confused.  Luckily the “friendly security guard” who met us took pity on us and let us grab a quick breather and chocolate snack. So we were soonfuelled up and ready to get back on the escape room treadmill.

Atmosphere

The pause also meant we had a bit of headspace to take in our surroundings.  And it’s definitely worth the pause to absorb it.  Because The Society takes place in a unique environ.  This isn’t an escape room carved out of an industrial space, a warehouse or railway arch, an empty office building or high street shop front.  This isn’t an escape room that’s repurposed a space that has no connection to its story.  This is a game that takes place in an actual abandoned, empty hotel.

Built in 1895 it was once a famous seafront holiday destination, where Charlie Chaplin vacationed and where Mick Jagger hosted his parents’ Golden Wedding anniversary party.  But now the hotel is a shadow of its former self.  When cheap overseas holidays lured us Brits away from our seaside towns, once fashionable resorts like Margate fell into a decline and hotels like the Nayland Rock struggled to survive. 

The doors closed in the 1980s and while a room or two is still rented out (I think), on the day we visited, most of it was empty apart from some of the larger rooms being used as prop storage for the shoot of Sam Mendes’ upcoming “Theatre of Light”.  There are apparently plans to renovate the whole hotel and try and return it to its former glory, but for now it’s a ghostly shell and the perfect space for a creepy (but not scary) ER.

Down into the Bar

And when 36 Inch Penguin’s publicity material say that you’ll be exploring a hotel bar that hasn’t been touched for nearly 40 years, they really mean it.  There’s a real visceral thrill in being given a couple of small torches (don’t worry more lighting comes on later) and pointed in the direction of some ropey looking stairs down to a dark and ominous basement bar.  Before you head off to investigate you first need to listen to a recording from ‘The Twins’ who’ve hired you to explore the hotel.  Now I’m not massively keen on ERs that lean heavily on narrative and expect you to wade through a lot of reading material.  I want to be playing puzzles, not reading essays.  But paying attention to the recording at this point is kind of important for everything that follows.  From then on in the narrative is delivered in fairly small doses, often in quite intriguing and unusual fashion, and which are easy to digest and don’t feel like roadblocks in the way of the puzzle flow.

Once you’re inside the bar, the unique location of a real hotel space really comes into its own.  Despite being a real, historical location, the escape room designers haven’t just stuck a load of padlocked boxes in the middle of the room to figure out.  This escape room directly engages with the space it is in.  The narrative is part of the fabric of the room itself and the actual fabric of the room is sometimes a literal part of the puzzle.  It feels really good to be able to get properly hands on with physical puzzles that are built into the historic rooms themselves.  One of them had me asking “the hotel owners really let the designer do that?”.  But they did.  And it’s great fun.

Hand Crafted and Theatrical

In terms of puzzles, there aren’t a vast number and my escape room enthusiast team of two moved through it fairly quickly, but there were several puzzles I had not seen in any other escape room I’ve played.  They were clearly lovingly handmade puzzles, both small and large.  At one point you get to see the mechanical back of the puzzle you’ve just solved and I was wowed by the craft behind it.  There is theatrical ingenuity on display here and when you look at the designers’ history as creators of immersive theatre that’s really no surprise.  The room definitely has ‘atmosphere’ and is probably the most genuinely immersive escape room experience I’ve had.  The theatricality means that there’s the right level of creepiness (at least for me) without being a full on scare or horror room.  All the creeps come from the shadowy spaces and your own (over-active) imagination.

The sound design is also a huge factor in this game, again thanks to the theatrical background of 36 Inch Penguin I suspect.  At one point I genuinely thought we were going to be finding actual live actors in the space because the sound design was so effective. And if you’re an 80s kid like me, you will love the music design too.  It’s hard to resist just enjoying the disco even when you’re supposed to be puzzle solving.

For me, this room had the almost perfect blend of narrative, searching, small hand held puzzle props and larger physical puzzles.  One part of the game involves a physical challenge (but not a difficult one) that only one member of the team can do as the other watches.  As the one doing the watching in my team it was hilarious.  I’ll say no more because it would be a spoiler but I was crying with laughter as my teammate valiantly carried on.

The Verdict

I was worried that playing The Society as the last game of five in a single day would mean that I was too tired or brain fried to enjoy it.  But it is such a great experience that I left totally buzzing.  For enthusiasts the complexity of the puzzles might not be too challenging (although a few did leave us head scratching for a while) but the atmosphere, the cleverness and creativity behind the puzzles and the physical interaction with a genuine space are massive plus points.  I’m a huge immersive theatre addict and could feel the strong immersive credentials of 36 Inch Penguin at play here.  The joy is as much in the atmosphere as the puzzling.  I really hope the designers are already working on their next immersive escape room experience because I will genuinely be the first in the queue.

As the Nayland Rock Hotel is scheduled to be refurbished at some point, there’s always a chance that The Society might have to move out and move on.  I suspect the gameplay will be just as excellent even in a new location, but you can’t replicate the environment that the game is currently in.  It is a character in its own right.  So get down to Margate without delay!

The Society is currently open for bookings between 22 July and 4 September 2022.  You can read more and book here

Extremescape: Lost Tomb | Review

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Extremescape: The Lost Tomb Review | Your team of adventurers & archaeologists, enter an abandoned gold mine in the heart of the Mexican mountains, your mission is to find the hidden gold. Legend says that the holder of the hidden gold of El Narangel will find the Lost Tomb. The miners left subtle clues & hints, if you use all your skills you may find the hidden gold and ultimately the Lost Tomb but be careful they the miners won’t give up their gold easily.

Completion Time: 80 minutes (out of 90)
Date Played: 24th March 2022
Party Size: 2
Difficulty: Hard

Ever wanted to be Indiana Jones? Of course you have, hasn’t everyone? Well this room gives you the chance to infiltrate a mine, fine some gold and then journey further into a hidden tomb.

One of the first things that immediately impressed us with this room is the obvious high budget set design – effects, solid decor, and a plethora of different elements all combine into an incredible experience. You are immediately transported into the mine in a way that is sure to leave an impression, with plenty of hidden aspects to delve into and discover. Once again, there were plenty of clues hidden in plain sight, waiting to be noticed. The moment of discovering the tomb was truly awe-inspiring too – you discover it in a very Indiana Jones-esque manner, and it definitely gave me goosebumps. Once more, the set had lots of details and really appeals to those who like seeking.

My only negative point on this room is likely to be a positive for others – there were quite a few ‘jump scares’! There were loud noises (particularly to alert you to someone you should be solving), with a couple of purposeful scares. I wouldn’t say this should put you off if you are nervous like me, but there were two I think are definitely unnecessary!

 

 

Duh de-duh dah…

Once again this room is non-linear, with plenty of aspects to address. Initially, you are looking for bags of gold, which are harder to find than you might expect. There are plenty of puzzles that are hidden in plain sight, with more physical puzzles thrown into the mix. I have never seen quite the variety of puzzles or the use of different elements in a room.

I was blown away throughout most of the game, and although the signposting could’ve been a little better (this feels like a theme for this venue), I think each puzzle had a certain level of surprise which just created so much joy and excitement throughout. Even the exit had us amazed!

The difficulty didn’t lie in solving the puzzles, but rather figuring out how to solve them! Once we’d figured out what to do each time it was fairly straightforward, with enough puzzles to keep us occupied without becoming stressed.

If I’m trying to nitpick I’d say that we required hints to identify a couple of puzzles, which I feel better signposting could’ve solved. I also felt like we ran into a wall after each puzzle (after a certain point), which got a little tiring. However, these are really minor points that ultimately shouldn’t put you off playing as it was one of the best rooms I’ve done!

 

Dah dah dah

Accessibility-wise, there are some stairs into the venue and within the room itself, with some physical challenges within the room. The room is dim in places, although torches are provided. Hints are delivered via screen and voice-over, so should suit anyone with visual or audio needs. As mentioned, there are loud noises and jump scares, as well as some smoke, so make sure to check ahead of time if you have any sensitivity to these things!

 

The Verdict

I loved this room. It felt like there was a lot to do, with plenty of elements and things to discover. Discovering the temple with only 30 mins left was definitely panic-inducing, but added a bit of pressure. I highly recommend this room to anyone!

 

Lost Tomb can be booked at Extremescape

E-Scape Rooms: Detention | Review

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E-Scape Rooms Detention Review | Your behaviour was unacceptable. Detention will teach you a lesson one way or another. It is up to you whether you stay here for the whole day or you can leave if you prove to be smart enough within the hour.

Completion Time: ~1 hour
Date Played: January 2022
Party Size: 4
Difficulty: Medium

About once a week, Al, Ash, our friend Tasha and myself like to meet up to play an online escape room together. This far into (or should I say ‘past’ at this point) lockdown, we’ve played hundreds. One of our favourite companies is E-Scape, creators of the fantastic The Alp and Sword of Drakul. But, stepping away from their fantastical and horror themed genres of the other two games, Detention is far more grounded in reality. It is set in a school. Your mission: Escape detention!

 

Back to School

Ever have nightmares where you’re suddenly back in school and you haven’t done your homework, or you have an exam to complete with no revision, or you’re due to give a presentation in front of the whole school but you’ve misplaced your trousers? No? Just me? Haha. Well the escape room “Detention” is kinda like all my school-related anxiety dreams rolled into one. I’m locked in a room at school and it’s packed with puzzled themed around various school subjects: Science, Maths, English, History and so on. If I can’t escape in time, I’ll be trapped in there… Maybe forever!

The room unfolds in a very non-linear fashion and, being built in Telescape, meant that all of the four of us could click around to take a closer look at anything in any order. Whilst it’s just one large, limited space of a detention room complete with desks, chairs, and a large chalkboard up at the front, it’s anything but small. We found that there were a huge amount of puzzles to grapple with in the experience. It was one of those rooms that probably no single one of us engaged with and solved every single puzzle, but we worked together in tandem towards a collective goal, breaking off into teams of two to work collaboratively on one or the other.

 

 

As with many Telescape games, during the gameplay you can see your fellow puzzlers’ cursor marks to see what they’re working on. It works well, as there are a number of magnifying glasses dotted around the physical space so you know exactly what you can and can’t click into and at any time in the sidebar you can see where others are. So when Al or Ash say “hey come look at this”, the software makes it easy to jump right to them. To input a code, you have a box at the bottom of your screen at any time to type letters and numbers in. This often triggered something to happen in the game, such as adding an object to our inventory or opening a lock.

Of the puzzles I encountered myself, I enjoyed them a lot. There were some that involved periodic tables, maps of our solar system, strange symbols on the walls, flags of the world, a large skeleton, hacking into our teacher’s computer, and so on. I’d rate the room at around a ‘medium’ difficulty and I’d definitely be lying if I said we weren’t stuck at all. Quite the contrary, several puzzles took us many tries to complete and one or two clues, but we got there in the end… And most importantly, we had a lot of fun in the process.

One thing E-Scape Rooms does really well is it’s ability to create drama. Completing puzzles often resulted in short, animated cut scenes that swept around the room in dramatic fashion. Every game they’ve made so far has been 3D modelled and inserted into Telescape creatively. Quite literally, the team are creating rich environments out of thin air, and as a hobbyist 3D modeller I am here for it and I love it. I mean, have you seen how shiny the floor is in this room? So nicely modelled! I need them to hook me up with those cool textures.

 

 

The Verdict

Detention is your classic play-at-home escape room from E-Scape rooms and although it’s not as magical as the fantastic The Alp and Sword of Drakul, it holds its own in the genre as a fun space packed with enjoyable puzzles to solve collaboratively with friends. Since lockdown has ended, I still appreciate games like this being made and put on the market as a way to stay connected with friends who don’t live in the same city as me. Detention is a perfect game like that and would be excellent for friends, family or just about anyone to play together.

 

Detention can be booked by heading to E-Scape’s website here.