Detective Mimo | Review

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Detective Mimo Review | There is a bright shining City hidden in the Kingdom of CAT called Shrimp, an amazing place with luxurious facilities such as Cat Beauty Salon, fish café and MEW Bank. Shrimp attracts thieves from whole country. The most mysterious and rich palace called MEW bank is the prime target. One day, a renowned thief proclaimed that he would invade the bank and loot all the gold. Shrimp needs detective Mimo, a policecat who has guarded the city bravely to stop the crime! After conquering obstacles and solving puzzles, Mimo finally met the thief, but, to her surprise, the thief told her another story that will change Mimo’s life forever.

Developer: Omescape
Date Played: May 7th 2022
Console: Mobile
Number of Players: 1
Time Taken: ~2 hours

When Detective Mimo first came out, I immediately downloaded it onto my phone.

That was around a year ago, and every single day I opened up my games folder (usually to play through the Rusty Lake series, or more recently the Escape Games with their adorable clay-motion style), the masked Cat Thief would be staring up at me egging me on to open up the game.

I knew that Detective Mimo would be one of those games that would become all-encompassing and all-consuming. I’d also heard on the grapevine that it required some outside the box mobile phone mechanics such as plugging your phone in to trigger an action, spinning and rotating the physical device and so on. A game like that couldn’t just be picked up and put down at will in a doctor’s waiting room. Nope, I wanted to sit down and give it my full and individed attention.

That day came on a Saturday morning spent cooped up at home as I waited for my occasional Player 2 to get ready to go out. I had a couple of hours and felt like immersing myself in a puzzle filled world of detectives… And cats!

 

 

Everyone’s Favourite Policecat, Detective Mimo

Detective Mimo is an impossibly brilliant game to try to explain. If I had to distill the essence of the experience down to just one sentence… I couldn’t. So here’s the long version:

Detective Mimo is a classic mobile point-and-click escape room adventure with some major twists. Players play as Detective Mimo herself, a cat detective on the case to track down and foil the mysterious Cat Thief’s plans to rob the city bank. If you’ve played any puzzle adventure games you’ll probably know the drill – look for items, solve puzzles, give items to characters, combine items, advance the game and so on and so on. But I’m not giving it the “Wow Award” for being extra innovative for this.

Nope, it’s what happens next that is the star of the show. Without going into too many spoilers, a point in the game comes when the player must start all over again. I suppose it’s not too much of a spoiler to admit since this is the part of the game the company’s marketing focuses on the most, for example, in the trailer. But rest assured that this 50% point is when things start to get really, really weird.

Fourth Wall?! What Fourth Wall?

The first part of the game is really just a precursor to the second part of the game, the point from which the fourth wall is broken and the whole essence of “what even is a game” and “what are we doing here” is cracked wide open. From this point, players find themselves dismantling the video game from the inside out, typing code, command strings, sneaking around hidden menus.

The game developers take full advantage of the medium too. The point-and-click style of gameplay becomes redundant at a point, this time you need to really think outside of the box and figure out what your mobile phone device can do. At times I was holding my phone in the weirdest angles, spinning it around on a table, rummaging around looking for my charger to plug it in, and even using the torch light on the back of it to help solve puzzles.

It was a brilliantly wild ride.

 

 

*Miow*

But it’s not all about the puzzles and the quirky gameplay, Detective Mimo is an all round solid game when it comes to the details too. From a lovely, hand-illustrated style of world complete with a whole host of feline characters, to a fun (and often very dramatic) sound track that had my partner asking several times what on Earth I was doing on my phone.

The narrative design is some of the best I’ve seen in any video game for a very long time, and with exciting character arcs condensed into such a short and snappy game, I was hooked from the very first second to the very last.

In fact, I only needed to take one break – at some point my partner was ready to go out and off we went and enjoyed a day of eating nice food and walking around – but the whole time I couldn’t shake that itch of wanting to get back home so I could find out what happened to Detective Mimo. Was she okay in my phone without me? Could I sneak a glance during a bathroom break? This game has that effect on you, and it’s powerful.

As a final note on this game’s extra-gameplay perks, there is a secret level which might just be my favourite puzzle sequence in any game ever. This to say, it’s worth investigating, if you can.

 

 

The Verdict

Detective Mimo, for all it’s charm, has shot up to my personal gold tier of “must play” escape room video games and I’m floored that it isn’t more popular and well known within this community. If you only download one more game on your mobile device ever, make sure it’s this one. My best advice? Don’t be like me and wait a whole 10 months from downloading it to actually playing it – carve out an hour or two and play it right away! I promise you.

With such an impressive game from the Omescape Games team, I just hope they’ll work on another one. A sequel perhaps? I’d love to see more from Detective Mimo and her nemeses. Or perhaps an alternate reality detective genre set in the canine kingdom instead?

Whatever it’ll be, I’m eagerly awaiting returning to the fantastically brilliant puzzle game worlds this company creates.

 

Detective Mimo can be played on all mobile devices. Head to the website to download it here.

The Panic Room: Old Father Time | Review

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Old Father Time Review | It’s New Year’s Eve and Old Father Time – The master of the most powerful force of nature – has gone missing! Without him, the clocks won’t reset at midnight and the sands of time will run out – permanently!

The effects have already started – the forest creatures have started turning to stone, and in 60 minutes, the waves of time will cease to ripple and the rest of the world will follow suit! Start a new chapter and work together to explore a beautiful tree cabin straight from the pages of a fantasy novel to discover the secrets inside. A mystical fairy tale escape room awaits where time is more important than ever!

Date/Month Played: March 2022
Number of Players: 2
Time Completed: 56 Minutes 40 Seconds
Difficultly: Easy/Medium

 

First Impressions?! Wow!

Ok, as ever, lets kick off with that initial gasp of excitement as you walk through that first door – it really was one of them moments! The scenery in here is nothing short of phenomenal. Having read a few reviews about this room before, I knew we were in for something pretty special; and we really were!

Hearing comment of “Disney-like”, I felt that it maybe wouldn’t have stood up to that moniker, but the two of us just took a big intake of breath and soaked it all in. You really could be in a log cabin in the middle of the woods. The attention to detail is expertly done, with every little and cranny tastefully done.

Given a few complexities in the way the game play works, our fantastic GM Myles accompanied us into the room and gave us a few pointers as to things that we needed to be aware of. With in-room briefings the temptation is to start looking all around, however Myles was brilliantly attentive and kept us engaged – even with my very excitable and easily distracted 11 year old trying his best to get a head start in the game!

Following Myles’ briefing, the chimes of the grandfather clock ringing in our ears, we set to work on this beautiful room.

 

So, What’s the Story?!

Old Father Time has gone missing, and with it nature is slowly but surely disappearing. Our task was to try and locate, well, err –  time! This really was something straight out of an animated movie – I could definitely see this story on the big screen! The story really fits well with the remit of having a proper family-feel room. Simple to understand, beautifully narrated (more on than in a mo), and visually stunning. Big box ticked for us here!

Notice the references to “chapter”, “novel” and “fairy tale” in the introduction from the guys at The Panic Room? There’s a massive hint as to how this room unfolds! The whole experience revolves around a beautifully crafted book, which pulls the room together really well. It gives a great central focus to the narrative, especially important given the sheer amount of distractions in this room!

 

Perfectly Pitched Puzzles

Tangible puzzles is the name of the game here. Think lots of things to pick up and move. Lots of cute physical games, observational bits and a quirky audio puzzle which, despite being very musical myself, sent my head on a swivel and made me a little coo-coo!

It really is a room where there is a lot of movement and that plays into the surroundings really well. There aren’t long, drawn-out wordplay or mathematical games here. Short, sharp and snappy ones, which keep the gameplay flowing really well.

The target audience would certainly appreciate this approach – there’s nothing worse then just head scratching for an hour and not feeling the excitement of that clock ticking down, and those fantastic ah-ha moment!

Yep, there are quite a number of puzzles in this game, and when all was said and done, I don’t think I’d like to be the GM resetting this game! As well as a great number of tangible games, there are a few padlocks in here too. But, don’t just think basic key locks here – you have to appreciate quite how stunning this hardware is! No basic, Poundland locks here! Ill say no more, but they need to be seen to be believed. I was also introduced to a new type of lock here! Its a rarity to come across a different type of lock given the amount of rooms we’ve played, but it certainly grabbed my attention during the briefing!

 

Stumped?! Never fear, Stumpy is here!

I’ll be honest, I really thought that this would be the first room to defeat my 100% success rate – not because of the difficulty, but given that it was just me and my son. You may have seen in previous reviews that he is a bit of a superstar when it comes to logical puzzles, but this is the first room that we’ve played together as a 2!

I’m never one to be too clue-happy and will try everything before giving in, but here I dropped the guard a little bit and let my son be the one asking for clues! To be fair, he is as stubborn as me, but did wander over to our clue system, (named Stumpy!) on a few occasions. Clues appear on a screen and were beautifully subtle. They gave just enough hint without giving us the answer. Myles had also acknowledged on one occasion where we had gotten a little confused and got us back on track with a little nudge in the right direction.

 

Those A-HA Moment!

Something which needs a special mention, and as a general rule for all rooms we have played at The Panic Room, is those A-ha moment! By that I mean, something that the designers do really well, is actually have a very obvious effect when you have completed a puzzle. For example, you punch in a specific code and a door opens – but here the door REALLY opens, or you get an audio queue showing that you have been successful. I really hate moments in rooms when you know you have been successful in completing something but then you cant find what effect that this has had elsewhere. This room was fantastic in being able to have a strong cause and effect approach.

 

The Verdict

You mean, the glowing review above still has you asking if we liked this room?! Of course we did. Its a cracking combination of outstanding scenery, some great innovate puzzles, brilliant immersion and something which stimulates the senses from beginning to end. Be it grown up, kid, experienced or novice, you really can’t go far wrong with this!

 

Fancy saving time yourself?! Click the link and book Old Father Time at The Panic Room now!…Old Father Time – The Panic Room Gravesend

Hidden City: Moriarty’s Game | Review

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Moriarty’s Game Review | Professor James Moriarty invites you to celebrate the finest minds in London by solving his mysterious challenge, which he has personally prepared. Succeed, and he promises to make you an offer you can’t refuse…

Rating: Fun – but for the best experience, wait until lockdown is over
Completion Time: 3 hours
Date Played: April 2021 ~ April 2022
Party Size: 4
Location: Baker Street, Marylebone, Mayfair

So, I’m probably one of the few people in London who doesn’t generally recommend Hidden City. The company has a very dedicated following of puzzle enthusiasts and most people will recommend them as creators of the very best outdoor walking trails in London. For me, my un-enthusiasm boils down to one very important detail – I played most of Hidden City’s game during the global pandemic.

As I’ll repeat from my other review of The Enchanted Mirror, I had fond memories of playing Hidden City games that involved indoor locations BEFORE the pandemic. These walking games often take you into famous landmarks to discover cool and unusual facts, and pubs and cafes to whisper secret codewords to the staff and receive packs of information. At the end of each Hidden City game players often receive an edible prize. SERIOUSLY AWESOME!

…Except, that during lockdown their trails remained live and bookable, but all of the exciting bells and whistles that make Hidden City so special were removed. For obvious reasons… It was a global pandemic. But without those bells and whistles it became hard to justify the high price on the market. The cost per player was £19, reduced from £25 during the lockdown, which took away the sting a little bit. But, regardless, they’re still on the more expensive side of the London puzzle trail market, and I couldn’t in good conscience recommend them during the lockdown. Another shame, given the only thing us enthusiasts could do during the lockdown was walk around outside…

All this is to say that after writing a review for The Enchanted Mirror (lockdown version), I decided not to make the same mistake twice. Since I knew in my heart that a mid-lockdown version of the game wasn’t representative, I went ahead and booked Moriarty’s Game TWICE. First in May 2021, and then again in April 2022. It’s simply not fair for me to judge a game at a time when the business hosting the game was struggling the most. Companies still need to make money, and I’m glad that selling their treasure trails, even if they were a reduced version of them, meant that they could survive the pandemic and reopen the original, brilliant experience. But I wanted to mention all this as I have a slightly unique view of the game, and I’m reminded of this quote:

“If you can’t handle me Moriarty’s Game at it’s worse, you don’t deserve me Moriarty’s Game at my best”

So, without further adieu, let’s talk about Moriarty’s Game…

 

About Moriarty’s Game

Moriarty’s Game: The Professor’s Invitation is an outdoor walking trail that sets off from Marylebone and takes around 3 hours to complete. 2 hours if you’re super fast, and up to 4 if you’re not in a rush and want to take in the sights. Beginning outside The Marylebone on Marylebone High Street, the adventure takes teams across London, past amazing sights and down curious little alleyways in an effort to prove yourself worthy to Sherlock’s Nemesis himself, James Moriarty.

To help you out, you have a direct line of contact via text message during the game. I don’t want to give too many spoilers since this game offers several multiple choice elements, but I will say that at any time you’re either talking to Moriarty, Watson, Sherlock, or the Metropolitan Police. That is, depending on whose side in the game you take. This contact is mostly cryptic puzzles for you to solve taking you on a walk. Occasionally your correspondent will send you into a local business:

“Time for you and your team to send the stealthiest of you into the location…”

At each location we would often be handed a physical pack with physical items covered in puzzles to be solved. In our first lockdown playthrough, all of the locations were shut so no packs – all QR codes! In the second, just one of these locations was shut, but a handy QR code sent us a digital version of the physical pack which helped us along our way. We also found ourselves phoning mysterious numbers and speaking or listening to recordings from various characters from the story. All in all, thoroughly immersive. Occasional nods of “make sure you weren’t followed” added an extra dimension of “oh my god those people look suspicious” and hurrying through the shadows.

 

 

One thing I did notice about playing it twice and by noticing some other teams passing alongside us, their noses buried in their phones, is that there isn’t just one route to the game. Notably, a few key places and indoor locations must be visited in order to progress, but the roads that take you between those can (and probably will) be completely different from the next team. Different clues, different sights, and different riddles. This surprised me, but also delighted me – it meant that playing it twice felt refreshing, and I can easily see how great this would be to play in competition with another team.

At one point during the game, the second time we played I mean, something really cool happened. We were wandering around a street and one of us spotted something curious poking out of a hedgerow. It was a business card… Sherlock Holmes’ business card. No, seriously. Whilst I’m now quite sure this was co-incidence, since this was not an item we found at any point on our experience (I believe the place that we would have picked it up was shut, and so instead we had another puzzle to solve) it still added a whole new level of immersion that… No joke… Blew our minds! Props to whoever accidentally, or on purpose left that business card tucked into a hedgerow because it was very cool indeed.

In terms of the route, I don’t want to give too many spoilers so I’ll just speak in very general terms – we started near Marylebone in a lovely location next to a farmer’s market. The route took us around Mayfair and up towards Oxford Street and Regent’s Street, finally ending somewhere near Fitzrovia. In short, it’s a very ‘fancy’ area of London and not one I’d normally hang out in but it was great to explore it with fresh eyes.

 

Team The Escape Roomer stopping for a cheeky drink

 

Is Hidden City Wheelchair Accessible or Dog Friendly?

One of the biggest considerations when playing an outdoor walking game is accessibility. For this, I’m going to mention two things – wheelchair, and dog friendly, since these are two questions we get asked a lot.

On the first point, our particular route was not particularly wheelchair friendly. We encountered plenty of steps, but perhaps if you get in contact with the team they may be able to advise.

On the topic of dog friendly, being able to bring your four-legged friends is one of the biggest pulls about opting to play an outdoor walking trip over say, a physical escape room. Most physical escape rooms in London will not allow dogs in side – so visitors to the city, plan accordingly!

(As a total side note, if any fellow enthusiasts are visiting the city and need someone to shower their dog in cuddles for an hour whilst they’re in an escape room… I’m your girl!)

When we played, we had a dog with us. I wouldn’t say the experience was or wasn’t dog friendly in either way. There are plenty of locations where you are encouraged to take a seat. At some of the places, we took the dossier with us and went along our way, but I don’t think they would have turned us away if we had taken a seat. The final location insists that you take a seat and this place is dog friendly – they even brought out a little bowl of water for our thirsty four legged friend, which was a nice touch!

So is it dog friendly? Yeah, kinda! Wheelchair friendly? Not particularly.

 

 

The Verdict

The first time I played Moriarty’s Game, I didn’t enjoy it. At the risk of sounding like a broken record, it was very expensive, all of the fun things were shut, and our game actually broke towards the end – our texts started going into a loop and the game randomly sent us to the start. We weren’t able to get in touch with anyone from support until days later. Oof, not good.

However, everyone has their bad day. Sometimes that bad day turns into a bad year when the world plunges into lockdown. So, I chose not to review the game at the time, as it wasn’t representative of what people’s actual experience would be.

It seems like waiting for the pandemic to end was well worth the wait, because the experience we got when we were able to book the game a second time was almost flawless. A beautiful sunny day, perfectly working tech, and getting to meet lovely people in fantastic places. We left the experience with a big ol’ grin on our faces and already made plans to book another.

So the verdict? I really, really enjoyed the game. I really recommend it. Despite everything, I am a fan of the company.

Yes, yes, it is still a really expensive game. Easily the most expensive in the market and about the same cost as an escape room ticket. But for that price you’re getting easily over 3 hours worth of fun and you’re getting some lovely keepsakes and pretty fun prize at the end too!

 

 

Moriarty’s Game can be booked by heading to Hidden City’s website here.

Pressure Point: The Moonlit Wild | Review

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The Moonlight Wild Review | An ancient story is known that the god of wealth, Eltari, once hid a valuable treasure deep in the jungle. Eltari hid the treasure to protect human kind from the greed, hatred and self indulgence that will be consumed upon possession of this magical artefact. The story goes that those who possess this treasure will be given limitless wealth for eternity. Many explorers have attempted to seize this treasure but no-one has ever been able to solve Eltari’s mythological puzzles that pave the way to the infinite magic that he created.

Do you and your team believe you have what is necessary to take on a god? 

 

Date Played: February 2022
Time Taken: 45 Mins 19 Secs
Number of Players: 4
Difficulty: Medium

How often do you really get that wow factor from walking into a room? I mean honestly?!

The Moonlit Wild was one of the few escape rooms which really took my breath away! Here’s a summary of why…

 

Outstanding Set Design!

Without doubt, The Moonlit Wild is certainly one of the most aesthetically pleasing rooms I’ve ever played. The scenery really is that good. I’ve always had concerns over how authentic an escape room can really be when its meant to look like the great outdoors; but this really did tick the box…

Think deep dark forest, leaves, bark covered floors, perfectly set lighting. It is a certain ‘pinch yourself’ type room, where the creativity around the set demonstrates what is sure to be a fantastic room.

As the game evolves, the setting continues to grow more and more impressive, with trees, wildlife, water and so much more; I would question anyone who said that they weren’t blown away by it.

Immersion continues to be the name of the game with this room as (no pun intended) the whole scene is lit beautifully, which provides just an appropriate amount of light. Not too dark to actually read anything but also dim enough to make for a really well done atmospheric adventure.

Finally, the subtle soundtrack. What can I say? This really is a feast for the senses.

For this reason we’ve chosen to award the room our special “Diamond Badge

 

The Moonlit Wild Brings Out My Inner Child!

Of course, we then have the main feature of every escape room; the puzzles. Our team all agreed that the puzzles in this room are really well put together and sit within the theme really well. As opposed to the more obvious “here is a puzzle” stance taken in their other room Murder on the Dancefloor, here we find much more subtle puzzles that are really well disguised, so your search senses are really needed in this room. I was like a kid in a candy shop!

Look high and low on this one – there really are puzzles everywhere. So try and question everything you see, and hear! Sure, there are a handful of more blatant games in this room but one of the huge positives is how they have thought long and hard about how the games integrate within the environment.

There are also a huge amount of puzzles within this room – its easy to sit back and think you are progressing at quite a pace in this room, however do not be fooled. The gameplay keeps you on your toes and you’ll find yourself doing both solo and team puzzles galore, so its a wise idea to keep communicating; there are some moments where communication is literally everything, so keep your wits about you!

Expect a real mix of puzzles here too – there’s nothing too physical, generally there is quite a lot of observational based bits going on here, which I personally adore. There a handful of lock bits, but predominately expect very well delivered puzzles, where the electronics have been superbly hidden so the game just flows without any “what the hell do I do now” moments.

In terms of difficultly, I would suggest that this is slightly harder than the Murder on the Dancefloor game, however still has the same level of accessibility – whereby anyone could really pick it up and enjoy a fantastic game.

 

A Game Which Flows as Beautifully as a Freshwater Stream!

Where this game excels over many others is the way in which the game flows. There is always something to do, always something to look at, and there aren’t any real “sticky” moments where things grind to a halt based on someone’s experience or understanding – this is also where having a strong games master came into play.

For this game, Vicky was our games master and she really was a delight. Having done a very thorough and engaging intro to the room (in a very cool looking Moonlit Wild briefing room), she also presented us with clues at just the right time. Clues were always subtle, didn’t give too much away, but often guided us to a potential location within the room where we might have missed something in the beautiful scenery.

As a really amazing side note, showing quite how engaged she was with our game, when we finished playing, she had discussed quite how impressed she was with my son and how good is appeared to be at rooms – so much so that she had written down all the puzzles he had completed himself within this game and listed them off to him – both a proud dad moment, and a smile through gritted jealous teeth from me!

 

What’s the Story?!

Now this might sound really odd, as normally I’m a sucker for having a really strong storyline within a game; but here the storyline really didn’t make that much odds to me. From beginning to end we all appreciated that we needed to locate the hidden golden artefact within the Moonlit Wild, and Vicky had done a great job in introducing the story during our briefing.

However when faced with the outstanding scenery, wealth of puzzles and brilliant immersion, the depth of the storyline feel into insignificance as we were all having far too much fun to really worry! That’s not to take away the great level of detail and depth that has gone into producing this experience  – I think we were just having too much fun to care!

 

Our Verdict

Bloody brilliant! Nothing much more to add than that. The Moonlight Wild ia really fun room, with one of the best sets I’ve ever played in, an array of puzzles which can be accessible to all, a fully engaged GM who clearly cared about our experience and a game play which flows better than most others could dream of. Great job Pressure Point!

 

If you want to book The Moonlight Wild at Pressure Point, head to their website here.

The Detective Society: Trouble in Folklore Falls 1 | Review

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Trouble in Folklore Falls Review | Discover the darker side to your favourite folklore characters as you work with the ‘big bad’ wolf to crack the case, in this interactive boxed mystery. A story filled with twists, turns and some laughs thrown in for good measure. A play-at-home mystery adventure, perfect for date-nights, team building, board gamers, crime solvers, mystery fans and everyone in who loves a good mystery story!

Completion Time: 1 hour 45 minutes
Date Played: 18/03/2022
Party Size: 2
Difficulty: Medium

 

 

I think I was one of the only play at home mystery game fans who hadn’t experienced The Detective Society, so when Trouble at Folklore Falls landed on my doorstep I was excited to rip it (gently) open. First impressions were positive, the envelope itself was really high quality and the materials provided have been successfully designed to immerse you in the story. We’re talking flyers, newspapers, notes, food packaging – all of which are so professionally made. Please see the photo below, but note – I haven’t included all of the contents in photos to ensure no spoilers!

 

 

The story itself is based on characters from folklore, with favourites such as Hansel and Gretel, Little Red Riding Hood and Humpty Dumpty all under suspicion of kidnapping the community’s beloved pets. Here at The Escape Roomer, we love our pets very, very much. How could they?!

It’s our job to use the evidence provided to compile a suspect list, and deduct who is behind the crimes in Folklore Falls.

 

A trustworthy narrator?

Our guide through the investigation is none other than the Big Bad Wolf, who keeps in regular contact via SMS, email, radio and telephone calls. In fact, this is the best example of using automated communication I’ve experienced. It’s been really cleverly designed so we can speak to suspects, and the most impressive part came in a phone call where what we specifically said dictated different responses from the character.

 

A Puzzling Mystery

The main puzzles you will experience in Trouble in Folklore Falls are logic based. Who was where at what time, and could they have committed a crime? That’s not all though, there are word searches, hidden messages to decipher, fold and cut style puzzles, passwords to hack and podcast episodes to analyse. A little bit of everything to suit all different types of puzzlers, held together with a strong logic puzzle.

This feels like it might be the first Detective Society game where you could get your kids involved. Previous mysteries have been based on more adult themes, and although there may be references for the grown ups only I can see a young adult audience enjoying the puzzles, hearing from familiar characters and really appreciating the experience.

 

A game to keep you guessing until the last moment…

The storyline is brilliant, and keeps you guessing the entire time. You’re never quite sure who to trust, but you’re provided with a great evidence form for note taking. What I particularly enjoyed was that once you’d figured out the suspect, the game wasn’t over. You are directed towards more puzzles to solve and an exciting ending which of course, leads you towards episode two.

The jokes are a particular strong point, though be warned you’ll be cringing!

 

 

The Verdict

This is one of the best play at home mysteries I’ve ever played. The attention to detail is incredible, the mix of media and physical evidence means you’re constantly entertained, the storyline is the perfect mix of crime and humour – I could go on and on.

At the time of writing there are currently 4 available mysteries to solve and the reviews have been brilliant across the board. Trouble in Folklore Falls has done it again, I thoroughly enjoyed it, and I can’t wait to finish this case and try the others.

If you want to get started with Trouble in Folklore Falls yourself, head to The Detective Society’s website here.

 

StreetHunt Games York: Colombia’s Finest | Review

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StreetHunt Games: Colombia’s Finest Review | Can you spill the beans on what’s happening in Jim Robusta’s coffee company? Jim works alongside people with a shady past and has asked you to sniff out evidence of crime amongst the caffeine.

Time Taken: 2-3 hours 
Date Played: 
9th April 2022
Location: 
York
Party Size: 4
Difficulty: 
Medium

To read our review for Colombia’s Finest London, head here.

An endearing feature of York is that it often smells of chocolate. It’s the nearby Nestlé factory that’s responsible for this as it routinely burps out wonderful aromas and – if the wind catches them right – the whole city gets to indulge. Nasally, at least. However, on the day we took on StreetHunt’s York debut it was equally easy to catch a whiff of coffee on the breeze.

The city’s kind-of-famous Coffee Yard was our mystery’s starting point. At 67 metres, it’s York’s longest snickleway and within spitting distance of numerous coffee servers who keenly cater to those who aren’t quite ready for a pint yet. It’s an apt beginning for a hunt named Colombia’s Finest – a mystery walking tour that charges you with both revealing a murderer and uncovering a drug ring that’s operating within a local coffee company owned by one Jim Robusta.

 

Getting Started with Colombia’s Finest York

To get things rolling you are able to familiarise yourself with the format and key characters of the game via a short introduction that takes place off the clock. It’s far from complicated and each team member is encouraged to use their own device so everyone can be equally involved. The core of this experience is an interactive map that gradually populates with your network of contacts (or Yorkies) who you need to locate, meet and solve environment-based puzzles for. In return they spill their secrets and help you solve the case.

 

 

At the start these ‘Yorkies’ drop onto the map one at a time, easing you into the routine of travelling to their location and scouring the surrounding area for whatever nugget of information they’re demanding as proof of your presence. After a handful of encounters, though, multiple contacts drop onto the map at once, forcing you to form your own logical route to meet as many of them as possible within the 90-minute time limit.

Fortunately, your tipsters place themselves reasonably conveniently. An efficient path to hoover up their info isn’t too tricky to plot and you’re soon systematically ticking them off the list. The puns come thick and fast, and each informant brings with it another aptronym, causing titters and groans in equal measure, but the puzzles that gatekeep the information at each location maintain an impressive level of creativity throughout. Even those of us who felt we had decent knowledge of York’s quirks were occasionally stumped and introduced to minor details that had been successfully ignored for the best part of a decade.

 

Get a move on

An hour and a half is quite a long time. I certainly thought so, anyway. However, the sun was out and it was the weekend, which meant the narrow streets of York were cluttered with people who seemed to be queuing to join the longer queues that would eventually lead them into a tearoom or wizarding shop. This meant some of the more obvious routes from A to B were slower than their longer alternatives. Throw in a real-life run-in with an overly casual barista – who clearly didn’t share our urgency for catching the killer – and it soon became apparent that we needed to pick up the pace to have any hope of success.

Once we’d focussed ourselves, we made decent progress. The software itself is slick and intuitive. Presentation is clear and Robusta himself gets in touch occasionally, asking you to confirm what you’ve discovered so far (presumably to help fix some key details in your brain). A suitable break is suggested just beyond the mid-way point where you can pause the game for as long as you need without penalty and enjoy lunch, drinks or just have a break from weaving between bodies waiting to sample fudge.

Once time is up you are prompted to find somewhere comfortable you can sit and converse before triggering the final 15-minute countdown. This is your opportunity to pull together the information you’ve uncovered and bicker with your team about possible motives before embarking on some official finger pointing. The details you’ve collected throughout the day are simple to review and neatly compiled into categories in-game so, as long as you have a fair number of clues available, piecing together the full picture is relatively straightforward yet still satisfying.

 

The verdict

York is the perfect location for such an activity and if you make a full afternoon of it, take in the sights, and stop for a spot of food along the way then it’s easy to allow yourself to have a great time. Nothing here is going to really tax serious puzzle-solvers, but if taken as a fun day-out with friends or team building exercise then I can wholly recommend it.

If you’d like to book Colombia’s Finest in York, head to this link.

They have also kindly provided me with a promo code for 20% off for The Escape Roomer readers: “THEESCAPEROOMER20”

Christopher Edge: Escape Room | Review

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Christopher Edge: Escape Room Review | When twelve-year-old Ami arrives at The Escape, she thinks it’s just a game – the ultimate escape room with puzzles and challenges to beat before time runs out. Meeting her teammates, Adjoa, Ibrahim, Oscar and Min, Ami learns from the Host that they have been chosen to save the world and they must work together to find the Answer. But as he locks them inside the first room, they quickly realise this is no ordinary game. From a cavernous library of dust to an ancient Mayan tomb, a deserted shopping mall stalked by extinct animals to the command module of a spaceship heading to Mars, the perils of The Escape seem endless. Can Ami and her friends find the Answer before it’s too late?

Read Time: 1.5 hours
Date Played: Early 2022
Recommended For: Children Aged 9 – 12

 

 

Now, here is the deal. Would I call myself much of a reader? Nope. Would I say I’m the kind of guy who has a few quiet evenings in and loves nothing more than getting lost in a good book? Nope. Has this book changed my perspective somewhat?! Yep!

In a very different approach to the content I normally cover, here I find myself reviewing a book. Not just any book of course, but a book by Christopher Edge aptly titled “Escape Room”. Clearly something definitely worth us checking out at The Escape Roomer. Since the target audience is younger folks and kids, I quickly put my hand up to volunteer myself and I’m very glad I did!

As ever, with every review I will try desperately to not give any spoilers. If you’re still unsure after reading our summary, you can also head to this link to read the first chapter of the book and find out if it’s for you.

 

 This is The Escape…

 

The main focus for me when taking a look at a book, much like in a physical escape room, is immersion. I’m looking for whether I can get a real feel for the atmosphere, the characters, the tension, and so on. With Escape Room, the answer to that question is a resounding yes! For sure, I’m always a little sceptical about genres of books which place you into a wholly unfamiliar environment. However Escape Room manages to hook you in very quickly. Literally after the first few pages of this one, you find yourself drawn towards Ami, the lead character, who this fantastic story revolves around. Slowly but surely, the remaining escape room team are introduced to you. Each given a fitting explanation of their look and personality.

The peril of this book is evident from beginning to end.  Those continual cliff hanger moments when you just cannot put it down. Whilst I’d say this book is aimed towards children in later primary or early secondary years, I found myself personally engrossed in the ever evolving plot with real curve balls thrown in from time to time.

 

 

Don’t Think of this Book in Terms of Escaping from a Room

Speaking of the curve balls, one part of the book really stood out to me. Don’t just think about this as being a book solely based on escaping a room. Closing one chapter, turning the page, opening the next door within the “room” brings a completely new environment each time. Honestly, this book has all the makings of being developed into one of them escape room movie franchises – think big budget, think danger, think excitement!

Whilst this isn’t an escape room puzzle book per se, it certainly has a little sprinkling of clues which the reader can pick up on and appreciate how “rooms” within the storyline can be escaped from.

Be prepared for the heart strings to be pulled at from time to time. The amount of peril our characters find themselves in is relentless, so be prepared for a bit of an emotional rollercoaster. Constantly escaping from danger, only to be thrust back into it again. There is really no let up for our band of escapees!

 

A Fitting Ending for a Puzzling Journey

The ending of this book is a fitting resolve to Ami’s journey. Clearly from my description above, this is certainly a book where nothing is quite as it seems; so be prepared! My only hope is that there is more to come on this escape room journey. A sequel perhaps? Nudge nudge.

Christopher Edge has a whole host of brilliant books for children, including The Many Worlds of Albie Bright, the Infinite Lives of Maisie Day, and the Longest Night of Charlie Noon. Each of these are equal parts curious and quizzical, transporting kids into magical worlds. We think that any book aimed at the younger audience that introduces them to escape rooms is a double thumbs up in our book. We’d definitely recommend this book for a younger audience, and especially as a birthday or Christmas gift (perhaps tie it into a voucher for an escape room or two and really get them hooked!) But don’t let the target audience put you off if you’re past-teenage years either, because it’s got buckets of charm and I, as an adult, thoroughly enjoyed reading it too.

All in all, a book where your sucked into the environment, thrust into a wonderful world of intrigue with the hope that this endearing gang of strangers can hopefully save the world!

 

 

Click here to get started with Escape Room:

https://www.welcome-to-the-escape.com/

Mission: Breakout: Underground 2099 | Review

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Underground 2099 Review | May 2027, the world was turned into a blazing hell. Nuclear weapons launched by our national leaders set all cities aflame in minutes. There were no winners, only losers. Humanity was plunged into chaos in which morality, solidarity and dignity burned. London 2099, 72 years have passed since the Great Fire; among the radioactive debris of this once-great city, rats have survived and transformed, trying to take the lead in this new disfigured world. Your mission is to thwart the plot of their leader, King Rat, hidden within the depths of the London Underground.

Date Played: 7th April 2022
Number of Player: 4
Time Taken: ~60 Minutes
Difficulty: Medium

How better to welcome a new player to The Escape Roomer team by taking on an escape room together!? No sooner than we brought the lovely Karen onboard, we all headed down to Mission: Breakout’s brand new room – Underground 2099. In this case, we were joined by two friends. On a previous visit Mairi had enviously noticed other players in the briefing room getting kitted out with very cool looking futuristic backpacks and neon green glasses, but other than that we weren’t sure what to expect.

So, without further adieu, here is Karen and Mairi to talk about the exciting new escape room, Underground 2099…

 

Team The Escape Roomer

 

Karen: If nothing else Mission: Breakout can certainly lay claim to having one of the quirkiest and most original locations for an escape room in London.   Based in an actual, real life, genuine, honest to god abandoned tube station, to play their games you must head into the underground bowels of the old South Kentish Town Station.  Trains only ran from this ghost station between 1907 and 1924 but there is still much of the old station’s infrastructure in place and built directly into their games.  Transport fans (I’m looking at Mairi here) will love it.  Those of a more claustrophobic nature might be a little less enthusiastic although I’m honestly not a lover of confined spaces and I didn’t find it a problem because it’s just so much darned fun.

 

Mairi: Yep! If anyone spotted in an earlier review for The Lost Passenger, you’ll know the thing I love the most about Mission: Breakout is the environment. An old disused train station? SIGN… ME… UP! It makes it the perfect location for an escape room like The Lost Passenger about descending into the bowels of an old train station in search of a missing person (and finding ghosts instead). But this new room, Underground 2099, has a completely different theme. It’s sci-fi with a little dash of time travel in it. But this isn’t your “mom and pop” time travel escape room, as the future that awaited us was dystopian and depressing. In other words, the dark vaulted caverns of the train station made it a perfect place to travel to.

 

Karen: Mission: Breakout’s other games definitely trade in on the historic setting – Lost Passenger tells the spooky story of a missing commuter doomed to wander the tunnels forever, while Codebreakers recalls the station’s use as an air raid shelter during World War 2.  Underground 2099 heads in totally the other direction.  To the future.  A future in which a nuclear winter has devastated most of the world and a time-travelling scientist needs help to stop a race of irradiated mega-sized mutant rats overrunning London through the tube network.  Imagine a nightmare version of ‘Mrs Frisby and the Rats of Nimh’.  It’s like that.  But with puzzles.

 

Photo (c) Mission: Breakout

 

Karen: Once the team have been kitted out with energy back packs which are needed to trigger the start of the game (no spoiler – your GM tells you this right from the start), it’s off to your time-travelling shuttle where, ensconced under what is obviously one of those 1960s old fashioned hair dryer hoods, your puzzling begins.  From the start the game is fairly linear with the team passing from one game space to another as puzzle solutions open doors, but in most cases there are enough elements to figure out that the team can split up to work on different puzzles simultaneously.  I say in most cases because there were a couple of points where a team member or two was left spinning their wheels while others worked on the main puzzle.  As a team of four that didn’t happen often enough to be a major annoyance, but a bigger group, especially of enthusiasts, might find it more of an issue.

 

Karen: Mission: Breakout’s use of the limited space amidst the existing tube station infrastructure is impressive.  This game takes place mostly in the old elevator shafts, with satisfyingly curvy walls, and although there are a couple of pinch points where a bigger team might find it a bit of a squeeze (or an opportunity to get to know each other better) for an underground bunker it’s surprisingly roomy and Mission:Breakout have even managed to build in some larger scale physical puzzling.

 

Mairi: I agree, in terms of space, Underground 2099 felt simultaneously a huge escape room and sometimes a very cramped space. This is due to the limitations of the physical space – taking place in the old engineering tunnels and lift shaft, the designers are limited by the physical space. But by contrast, there are a LOT of rooms to discover in this escape room. I counted at least 8 distinct and unique spaces in this whole experience. In some of those, we split up, but most of the time we were all together and with so much stuff to do we almost ran out of time!

 

 

Karen: Just as Mission Breakout blends old and new, history and future, into the themes of their games, they manage the same blend with their actual puzzles.  While some feature nicely modern tech which will satisfy the gamers and the lovers of little shiny lights (or is that just me?), others offer more old school, practical, hand built puzzles, including one particularly tactile game that I had never seen before and found particularly joyful to complete.

 

Mairi: Post-game, we all remarked as a team that there were several puzzles in this escape room that we’d never seen before. Between us, we’ve probably played in the region of 400 escape rooms, so that’s no small praise to say we encountered very unique puzzles. Otherwise the types of things players can expect to encounter include plenty of physical puzzles – be prepared to put your hand inside holes, pull levers, reattach mechanical equipment and operate big machinery. 

 

Karen: The varied puzzles offer tests of dexterity, memory, communication, teamwork (and miming ability!) with a few little jumps and a bit of theatricality thrown in for good measure.  The basic narrative, that you need to stop the mutant rats’ leader, King Rat, before he overruns London is simple enough to keep in mind throughout play and builds to a satisfyingly comic climax.

 

Mairi: The puzzles may have been slightly easier if not for an absolutely terrifying rat king that kept popping up when I least expected it. In escape rooms, I like to dawdle. This means I frequently found myself the last to leave a room, only to turn around to find a giant rat monster lurking out of the corner of my eye. Cue screaming. I assume if you don’t like scary rooms you could ask the hosts to tone any jump scares down. But honestly? I loved the host-I mean, the king rat interaction.

 

 

Mairi: Speaking of our host – a note on our games master Georgina, who was absolutely fantastic by the way. From the first briefing to the last, she ran our room brilliantly. I always love it when a games master really cares about you and your team, and Georgina was super knowledgeable about the room, our team, and the specific ways we solved each puzzle (even if some of them were slightly bizarre, haha!). It’s only my second time at the site, but I just got such a really nice feel from all the people from all the people at the venue both times.

 

The Verdict

Mairi: Mission: Breakout is very quickly going down in my personal hall of fame of “escape rooms you must visit if you’re in London” and Underground 2099 is another fantastically quirky and fun adventure in their catalogue. It’s well worth checking out for the physical location alone. At the risk of sounding like The Escape Roomer resident train enthusiast (a moniker I’ll wear proudly), I love the architecture and heck, there aren’t many places in London you can go and experience a period building so beautifully integrated into an escape room. If the company’s earlier rooms erred on the side of ‘slightly too easy for enthusiasts’, I’d implore those same enthusiasts to come back and try Underground 2099. The designers have levelled up the difficulty comfortably and players will get well over an hour’s worth of challenging puzzles and creative brilliance. Whats more, the team themselves are a thoroughly wonderful bunch of people, so make sure you set aside extra time to have a chat with your Games Master in the briefing room afterwards.

 

Karen: I’m totally with Mairi on this one.  If I’m honest my previous experience with Mission: Breakout’s ‘Lost Passenger’ game wasn’t as positive as Mairi’s had been.  It was just one of those games that left me frustrated.  So I went into Underground 2099 with lower expectations.   But boy were those expectations exceeded.  It was such fun from start to finish.  Venue, theming, puzzle build, puzzle quantity and complexity, GM engagement were all right on the money.  Definitely a fab addition to London’s ‘must play’ games.  Wonder if they can squeeze in one more game down there?

 

Underground 2099 can be booked by heading to Mission: Breakout’s website here.

 

Post-Script: As with many rooms it is likely this one will be tweaked further before the creators settle on the perfect flow that’ll suit every team. Whilst we had a fantastic time, it’s possible the experience may change slightly. For a comparison, please do check out GATAPAE’s review here. who played a week after we did.

Escape Quest: Chapelgate Mysteries: Mr Copplestone’s Curiosity Shoppe | Review

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Rating: Just….wow!
Completion Time: 53 minutes
Date Played: 13th March 2022
Party Size: 4
Recommended For: People of all abilities who want to have a brilliantly satisfying hour of fun!

 

New building, who dis?

At Escaping the Closet we have been fond fans of Escape Quest Macclesfield for a long time, and having completed all of the rooms they had to offer pre-pandemic, we were so excited to hear that they had new stuff in store for 2021, as we weren’t sure what could top what we had already played! They reopened in October 2021 with their shiny new building and their shiny new unique concept- The Chapelgate Mysteries; a series of games set across different periods of time but all taking place in the Chapelgate district. We were delighted with this idea and so excited to finally be able to plan a return to Escape Quest. The first of the Chapelgate Mysteries quests to open is Mr Copplestone’s Curiosity Shoppe, a familiar name as we had already played this game at their previous premises…. However, FEAR NOT, as although the OG Curiosity Shoppe was brilliant, the new, improved version was 99% new. Trust us when we say, it does NOT matter if you have played the previous version of the game, you will be sure to have to use your head (all the while being WOWED) throughout the game!

 

It’s bigger on the inside!

Upon arriving at Escape Quest, Elaine (side note, the friendliest GM ever) advised us of our mission. Turns out Mr Copplestone was a bit of a genius and actually managed to invent time travel. Unfortunately, in the present day, he’s down to his last Time Echo Crystal (‘what’s one of those?’ I hear you say. They’re what power the time machine, of course, what else?!), but there are Time Echo Crystals a-plenty back in his shop in1873. But, time travel being one of those risky businesses, with the portal only holding itself open for an hour, we were charged with being the ones to head back there and try to gather as many of the Time Echo Crystals as poss. Easy, right?! Well, not when you aren’t sure just how many of them forgetful Mr Copplestone has left behind! Well, at least 8 are required to successfully make it back to present day, so that is the minimum goal, but there could be MANY MANY MORE (spoiler, there are MANY)!

Of course, us being very much up to the challenge, we hopped into the time machine, listened carefully to Mr Copplestone’s advice and jet-set ourselves all the way back from 2022 to 1873 (tbf it was a welcome change to leave 2022). And then there we were on Chapel Street and our jaws literally hit the floor because we LITERALLY were on Chapel Street, home to taverns, pharmacies and of course the target location, Mr Copplestone’s Curiosity Shoppe. We spent time peering in the shop windows (until we managed to get ourselves in at least), reading the signs and posters displayed on the street and searching high and low for those pesky Time Echo Crystals! There was so much to take in and oh so much to do, we felt like we were in a literal escape roomer’s heaven! The space is vast and yet there is such close attention to detail- everything is there for a reason whether that is for a puzzle itself, or the immersion of the quest, we were astounded by the thought that has gone into every inch of it!

 

Teamwork makes the dream work

It seems we managed to bring the dream team along, with Tasha and Lucy as honorary Escaping the Closet members, as we fell straight into a rhythm of exploring Chapel Street and solving the mysteries it contained. Of course, with so much space to explore and so many potential Time Echo Crystals to find, this is as you would expect, a non-linear game. We split up to make our way around, often switching up the pairings for a fresh set of eyes on a puzzle.

The room integrates the time machine (dutifully holding open the portal for us) with Chapel Street brilliantly, and we did many a dash between a Victorian era shop and the time machine for important Time Echo Crystal related business. We enjoyed this and felt it really added to the fun of the game as it gave a real sense of urgency and accomplishment as we made progress on our mission.

The puzzles are cleverly put together, and solving each one was satisfying. Every time, the solution just made sense (and the importance of that in escape rooms cannot be understated- there’s nothing worse than still not quite getting it, even after you’ve managed to solve something) However, on the contrary, there’s nothing more satisfying than that A-HA moment when you finally work a solution out as all of the parts fall into place, and that happened so. many. times. in Mr Copplestone’s! Multi-layered puzzles, where you have *that* additional step to reach the solution when you find the first attempt was good but not right, observational puzzles, logical puzzles, code-based puzzles, riddles…. the list goes on. And on. AND ON! There really is something for everyone in there, and that meant we as a team often circled round a puzzle, each taking a turn at looking at it and piecing our different perspectives together until… that magic CLICK when the penny dropped and we got it.

As we mentioned, the puzzles make sense, and we had no trouble working out which clues we should be using together for the most part. But if clues are needed, a brilliant AI based inside the time machine is always on hand to give a nudge in the right direction.

 

Something for everyone

As well as having lots of different types of puzzles, Escape Quest have done something brilliant with the mission in Mr Copplestone’s Curiosity Shoppe, as it has been created as a game which is truly for all abilities. We kind of alluded to this earlier when mentioning that the minimum requirement to successfully complete the game is to retrieve 8 Time Echo Crystals. However, if you’ve managed this and have time to spare, you can collect as many of the crystals as you can (allowing for more trips through time, and who doesn’t want that?!). We understand that the average team will collect a number of crystals somewhere in the teens, but this offers the opportunity for success for the more inexperienced teams, families with young children and party groups, while seasoned experts can challenge themselves to try and find all the possible Time Echo Crystals.

Now, it’s actually classified how many Time Echo Crystals there actually are back in 1873, but we were determined to try our best to find them all, and we impressed ourselves (and Elaine and Mike) by managing to get ALL [CLASSIFIED] Time Echo Crystals with time to spare- for once searching was not our downfall!! Apparently only a few teams have managed to find all of the Time Echo Crystals, and even fewer with so much time left- apparently we came very close to Team Squared (the UK’s RedBull escape room team), so we were very pleased with our effort! 

Escaping the Closet being extremely proud of their success with finding the Time Echo Crystals

The Verdict

Elaine and Mike have outdone themselves with their first quest in the Chapelgate Mysteries and we are already so excited for what’s in store in the next chapter (which we believe is travelling to an early C20th Chapel Street, although what mission awaits us there we are not so sure…). It’s safe to say we will be booking back in for the next mission as soon as it is available!

Mike and Elaine have thought about absolutely EVERYTHING in the room, and the attention to detail is impressive. The immersion has been created to the finest level, and we are still so amazed that they have created a full street and can’t wait to visit it through time! To top it all off, they are the most lovely, welcoming hosts, and you can absolutely see their passion and love of what they do in every aspect! We are very much looking forward to returning to visit them again.

The puzzles are brilliant and varied; the space is visually stunning; we had one of the most fun escape experiences we have ever had with this room; Mike and  Elaine have created a super original; innovative concept with this room; the game is exceptionally immersive and we can’t think of another room quite like it! As they are outstanding in every category for which we award, we have decided to award Mr Copplestone’s Curiosity Shoppe a Badge of Honour, our highest award, which we think is incredibly well deserved for the hard work and love Mike and Elaine put into their rooms.

 

The Chapelgate Mysteries can be booked here.

Mission Breakout: The Lost Passenger | Review

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Mission Breakout: The Lost Passenger Review | Based on the true story of the lost passenger in South Kentish Town tube station in 1924. In 1924, soon after South Kentish Town was closed down, a train stopped at the station by mistake, and a man absentmindedly alighted. The train departed, and Mr Brackett disappeared in the darkness. No one knows if he ever escaped. Are you brave enough to step down into the Ghost tube station and investigate the paranormal activity?

Date Played: 27th March 2022
Number of Players: 2
Time Taken: 47 Minutes
Difficulty: Easy

My personal escape room Kryptonite that I absolutely melt with joy when I experience in a room is authentic theming and props. An escape room themed around the building it’s set in? Tick! Original equipment and props from the era and time? Double tick! Being allowed to press buttons and pull levers from old timey 1920s railway train control rooms that by all right should probably be in a museum behind a glass window? Triple tick. YES! PRESS ALL THE BUTTONS!

Mission: Breakout is located in South Kentish Town Station. It’s in the classic tiled redbrick style of many stations around London, but unfortunately was closed down in 1924 due to low passenger numbers. The building sat there for a very long time gathering dusts… And ghosts!

 

…And he was never seen again!

We booked in to play The Lost Passenger at Mission: Breakout after a very, very long lockdown. My family are long-time fans of urban, abandoned building exploration. Our idea of a fun weekend out is putting on hard hats and descending into the old abandoned railway stations of London (on guided tours of course, we’re not breaking any laws here!). So one Christmas I knew just the gift to get them – a voucher for us all to play this escape room, set in the old disused train station in Kentish Town.

Unfortunately, that Christmas was Christmas 2020 and it took us almost 2 years until we were actually able to redeem the voucher. Even then, the day before we were all due to play, half our party tested positive with covid. After deliberating, the remaining 2 decided to go ahead with the booking – we lost the other two places on the booking but it was still worth it, if we didn’t play now, we may never have gone!

In The Lost Passenger, you descend into the depths of the station in search of a passenger who alighted from the train when it mistakenly pulled up at the abandoned station. Based on a true story, this passenger seemingly stepped off the train, walked into the darkness of the station and vanished into thin air and was never seen again.

 

The Lost Passenger. Photo (c) Mission: Breakout

 

Mind the Gap

Arriving at Mission: Breakout was exciting. It quite literally, is inside an old train station. I’m not sure what I’d expected, but we couldn’t contain our smiles at the details,

“Wow look this bench is an original Great Western Railway bench OMG!”

and

“Look at the tiling here, it’s from the 1910s!”

Our GM who came to greet us in amongst our cries of exclamation was Elza, who explained that it was of the very first escape rooms she’d run. She did a fantastic job – and even managed to tease us with a few jump scares during the game too. She led us down several corridors through the dim lights and past curious features of the abandoned railway station, until we arrived at the escape room. From here, we were shown into the lift that was to take us into the bowels of the train station from whence we may never return.

So, a full disclaimer, this room can be scary, but it doesn’t have to be. We didn’t know it going in but apparently you can ask for a certain level of scariness and the host can dial it up or tone it down accordingly. Since we didn’t ask, I imagine we got an ‘average’ level of scariness. I scream easily, and my screams probably terrified my co-escaper more than the original jump scares did, but it was all light hearted fun. The kind of ‘doors closing behind you’ and ‘what’s that lurking in the shadow’ scares. No live actors, but a general level of creepiness for sure. If in doubt, just ask them to tone it down and I’m sure they will!

 

Can you read a train map?

In terms of difficulty, The Lost Passenger is definitely on the easier side. This makes it a good room for smaller groups, kids, or people who are mostly there because they love abandoned train stations. For once, I am in the last group. Although, despite it being ‘easier’, it’s still a vastly big escape room space with no fewer than 6 separate rooms, and many of those containing stairs and cool passageways. So it certainly won’t be a quick room to escape from.

One thing to flag (and it’s important to mention for accessibility reasons), is that some parts of this escape room are in the dark. Very, very dark. Almost pitch black. These rooms involve puzzles where you have to feel around for things and then try to solve them in the dark. In the escape room industry as a whole, there’s a little bugbear among enthusiasts about ‘darkness’ being a puzzle in itself. I can see why it (has to) work in this room, and it fits well with the environment – why wouldn’t you be crawling in the dark?

There are also several moments where players must crawl around on all fours in cramped spaces. Again, this is likely just the way that the original site was built, a lot of the rooms in this are workers shafts and tunnels leading between control rooms – but it’s another consideration.

In terms of puzzles beyond “dark and small spaces”, players can expect to encounter plenty of searching and finding, some jigsaws, finding objects to use in other places, and a few very fun cerebral puzzles involving operating the heavy machinery. Largely, the room is less about using your brain and more about pushing and pulling things. It’s a very physical room, and there’s more than a little trial and error to get particular puzzles working, but we liked it. My favourite thing about this escape room was that it really does use all the original equipment, and there’s something very exciting about pushing buttons and pulling levers on machines from the 1920s to make escape room puzzles work.

 

 

The Verdict

The Lost Passenger was a really fun room and well worth the long wait in lockdown. It won’t challenge enthusiasts, but that’s okay – I think the real reason to book and play this is to experience an exciting an adventure in such an impressive physical location. We loved that it was based on a true story, but what we loved the most was the setting, the theme, the creaky equipment, and the general ghostly vibes as we scrambled around the depths of an abandoned station looking for puzzles to solve. Furthermore, Elza did a great job as our host and made us feel really welcome (and more than a little bit scared).

 

The Lost Passenger can be booked at Mission: Breakout in London by heading to their website here.