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

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

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

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

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

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

Location, Location, Location

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

 

The Hunt for the Snitch

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

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

 

York-based Family Fun

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

The Verdict: The Mystery of the Gunpowder Snitch

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

 

Notes

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

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

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

 

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

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

Mysterious Package Company – Body of Evidence

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

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

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

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

 

Photo provided by Mysterious Package Company

 

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

 

 

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

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

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

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

 

 

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

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

 

 

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

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

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

Bowness Escape Room: Down to the Wire | Review

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

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

 

 

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

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

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

What to Expect at Bowness Escape Rooms

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

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

  • Cutting Room
  • Down to the Wire

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

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

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

 

 

Down to the Wire

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

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

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

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

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

 

 

The Verdict

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

 

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

Escape Key: Plague | Review

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Back in 1636, half of Newcastle’s population had succumbed to the Black Death. ​ Enter our plague escape room, which overlooks a real plague pit. Can you outwit the crazed plague doctor and escape before the horror of the Black Death gets you?

Date Played: August 2023
Number of Players: 4
Time Taken: 23 minutes
Difficulty: Medium

Since moving up North, I’ve realised the UK is more than just London… I kid, I kid. But in all honesty, fun escape room destinations like Newcastle are so much closer now. Which is why on a sunny Sunday morning we took a trip down to Newcastle to celebrate a friend’s birthday. The best way to celebrate a birthday? 4 escape rooms, of course. First up, Escape Key’s well-recommended “Plague” room.

 

 

Escape Key is one of Newcastle’s most loved escape rooms, and it’s located just a 10-15 minute walk from the station past a few cute coffee shops and overlooks a rather spooky looking graveyard. The graveyard would only feel spookier and spookier as, when we watched the briefing video, we realised the very escape room we were about to enter into was based on the rather large plague pit located just a stone’s throw away out the window. We all glanced at each other as we wondered- wait a minute, is this a horror room? Well, yes it is. But also no it’s not. It strikes a comfortable balance between “spookiness” and “this is real history so we’ll be respectful”, and I liked that a lot.

The story of “Plague” takes players back to the 17th century when plague was rife in the city of Newcastle. We had to get in, find a mysterious urn of ashes, and get out before the plague doctor returned. I’ll be honest, there was definitely more to the story than that, but it being our first room of the day had us in fits of excitement, eager to get into the experience. So, I’ll admit, we didn’t pay quite as much attention as we should have done – but thankfully, the story wasn’t too central to the puzzle solving. So long as you understood it was “find an urn and get out in under 60 minutes”, then you’d be fine in this room.

 

 

A really nice touch about Plague was the incense burner in the corner. Partially marking the time it takes us to complete the room, and partially just adding some historically specific ambiance to the room, it was a pretty cool touch. After so many rooms, it’s nice to be able to say “I’ve never had incense in the room with me before”. Besides the incense, the room was also very well decorated, just as a plague doctor’s creepy house should be. Complete with a jail cell, locked doors, and one or two jump scares. In a rarity for an escape room, the owners have uploaded a 360 degree ‘view’ of the room on Google Maps which you can go and explore here. Super useful for remembering all the little details, and of course for grabbing a photo or two for this review!

As well as the décor, for me the room really shined with it’s puzzles too. Okay I could be biased because we managed to escape with an all-time leader board score, but either way: The puzzles just really, really clicked for us. Maybe it was that it was so early in the day (believe me, the later rooms we did we didn’t escape quite as quickly), or maybe it was just that the style worked particularly well for our team, but we were off to a flying start. The room has a mix of locks and more outside-the-box thinking and some manual puzzles mixed in. Nothing overly challenging, but just enough to really get the braincells working. The room as a whole was also non-linear, meaning dividing and conquering was key. Most puzzles could be solved by one person, and a few perfect for a smaller ‘solving team’ of two.

Last but by no means least, I have to offer a shout out to our GM – Luna. Luna was absolutely excellent in every way!

 

The Verdict

We really enjoyed Plague. It was the most fun of the rooms we played during our trip to Newcastle, and at Escape Key, and I wouldn’t hesitate to recommend it to anyone. For folks afraid of jumps scares – there are a few small ones, but it isn’t by any means a ‘scary room’, just more on the side of eerie. In terms of difficulty, despite the website saying it’s hard, we found it a comfortable ‘medium’. If you’re in Newcastle and only have time to play one room, this should be very high up on your list!

 

When I play with this specific group, we call ourselves Chicken Nuggets. A spin off team from the Chicken Nugget Choir, who you may occasionally see on leader boards around the world.

 

Plague can be booked by heading to Escape Key’s website here.

George Wylesol: 2120 | Review

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George Wylesol 2120 Review | You’re Wade, a schlubby middle-aged computer repairman, sent to fix a computer in a vacant, nondescript office building. When you get inside the door locks behind you, and you can’t get out. Now the adventure begins! You have to explore this building and try to find your way home. The building is huge on the inside with a lot of sprawling hallways and empty rooms but your only hope is to uncover clues and try to work out the mystery this whole experience hangs on.

Date Played: June 2023
Time Taken: 3 Hours
Number of Players: 1
Difficulty: Hard

Wait, hold on a minute… Is that… Is that Avery Hill Publishing?

A couple of days ago I spotted a review on my friends Room Escape Artist’s website for a book by none other than one of my favourite authors at my absolute all time favourite publishing house. Is it strange to have a favourite publishing house? Maybe. But I’ve backed just about every Kickstarter they’ve ever run, and any time anyone gives me money and tells me to treat myself, I head immediately to Avery Hill’s website. I don’t know why this started, and I’m not like this with any other publishing house. It’s just whatever they publish I know I’ll love. I haven’t disliked a single book they’ve produced, and that’s cool.

But wait, I’m getting ahead of myself. This isn’t’ about Avery Hill, this is about George Wylesol’s 2120. My love for Wylesol started way back with Internet Crusader – a book I’m proud to say isn’t just on my shelf, but is now also on the shelves of most of my good friends too. According to Wylesol’s website, Internet Crusader is:

“full-length graphic novel telling the story of a doomsday cult and the fight against the literal devil, told through collages of chat windows, video games, and other early web design.”

I… LOVE IT.

So when I found out 2120 had come out via spotting a review on REA, I did a double take. Not just a new book, but a new book literally packed with puzzles. Sign me the heck up.

 

 

What is 2120?

And why am I writing about it on The Escape Roomer?

Well, I would describe it as a choose-your-own-adventure escape room in a book. Yes, it’s a graphic novel, but one you don’t get the luxury of reading left to right. No, you have to choose your path carefully and many of those paths will be blocked by puzzles. Fiendishly difficult and sometimes slightly obtuse puzzles… But hey, I’ll take puzzles in books wherever I can take them.

The story of this experience puts the reader in the shoes of a computer repair technician called Wade. You show up at the mysteriously vacant office building at 2120 Macmillan Drive and, after stepping in, you find the door locks suddenly behind you. You have no choice but to venture further into this building. But where on Earth are all the computers?

What follows are pages and pages of wandering around a labyrinth of non-descript office corridors. Occasionally you come across untold manmade horrors, but more often you just find locked doors. Sometimes these locked doors have padlocks on them. Yay! Sometimes they just stay locked. Boo!

It’s like if House of Leaves had a baby with a graphic novel, and also the year is 1999. From the plastic yellow, to the sinister shadows just out of the corner of your eye, to the building that just seems to get bigger and bigger and bigger… It’s a true horror. Chilling and disconcerting and definitely not one to ‘read’ right before bedtime unless you enjoy trippy nightmares about faded carpets and strange cupboards with strange blurry photographs inside them. For some reason the book made me feel like I was reliving the Y2K bug, like some unspeakable technological nightmare awaited me on the next page. But no, it’s just a book. But good books should make you feel things right? This one gave me all the feels.

 

 

Okay, I get it, but you’re not selling it…

If you don’t like horror, this might not be for you. But if you like innovation, outside the box thinking, and wacky surrealism, then this is definitely for you.

I don’t want to describe it in too much detail, because I found that going in with almost no expectations was the best way to approach it. It made each new puzzling twist and each new reveal as I turned a new corner even more surprising. The book does a good job at avoiding spoilers – unless you go looking for them really hard, usually the next page you need to flick to to progress is within easy reach, meaning you don’t have to go walkabout too far. So in true nature of not spoiling it for you, I’ll leave it at that.

Although I was itching to complete the experience – the very weekend after 2120 arrived, I had friends staying with me. One of them made the mistake of asking “what I was currently playing”. Expecting me to launch into an excited discussion about video games, I shook my head and grabbed 2120 by George Wylesol and opened it up to one of the many bookmarked pages:

“I’m playing this book right now”

I wasn’t expecting much, except that everyone started to gather round and make helpful suggestions as we flicked through-

Hey, go through that door” and “What’s this? How do we solve this?

It’s safe to say, 2120 has been a hit with pretty much everyone I’ve shown the book to so far, even in passing. I’m proud to have it on my shelf. So even if it doesn’t initially look like something you’d be interested in, I’d implore you to reconsider and give it a go.

 

 

Choose Your Own Nightmare

In terms of the gameplay, since it’s choose-your-own adventure, it’s no surprise there’s an element of choice. However on successfully completing the book, I flicked back through and found that most (if not all) of the paths I’d already found. Since there are so many puzzles in the experience, I often found myself pausing and then retracing my steps to find a doorway I didn’t go through, or a cross-roads at the end of a long dingy corridor where I could try taking the other path. Eventually, the book allows you to loop around and come back to where you started in a seamless way, if you want to go back and rediscover more. In this way, although there are some alternate endings the player can stumble across, I did get the impression I’d “completed” the game by the time I finally put it down. But I’m not sure if “complete” is really the right word with an experience like this.

Like, did I complete the game, or did the game complete me?

But it worked so well. 2120 definitely encourages the player to be exploratory. Often the solutions for the puzzles the player encounters can only be solved by taking meticulous notes and by retracing their steps to re-examine something that seemed innocuous earlier but turns out to be central later.

The feeling the book manages to evoke is definitely that of early 90s computer games. Not just the strange, blocky illustration style, but also the text and the way you feel as if you’ve “clicked on something” every time you go to look at something closer up. In that case, it was possibly missing an inventory system, especially to collect clues as you go – though how an author could pull that off, I do not know.

Overall, I did find the puzzles erred on the side of difficult. I’m not shy for a puzzle or two, but more times than not I found myself putting down the book in frustration, or aimlessly flicking back through the pages I’d already consumed in annoyance. More than once I ‘cheated’ to get ahead – having found part of a solution but being entirely unable to find the remaining part, I made some educated guesses about where the book wanted me to go, and found those to be correct. But this may just have more to do with my own expectations of ‘reading a book’ and wanting to hurry on with the story, than any particular flaw with the puzzles. It’s an interesting medium, and the author used it to a fantastic degree, so I can’t fault them for that.

 

 

2120: The Verdict

Maybe I’m just not as used to booked like this – the usual “escape rooms” I consume are the physical or tabletop kind. But I was seriously impressed by 2120. I’m less used to experiencing my escape rooms in book format, but I enjoyed it. A lot. I hope this kind of book becomes more popular, and more puzzle designers consider it as a medium for telling interesting stories and sewing the seeds of interesting puzzles.

For this reason, the verdict is very simple – we adored this book, and we think George Wylesol is a playful genius when it comes to creating visual experiences.

Who do we recommend this for? Everyone, and no-one at the same time. This book is for you, and it’s also probably not for you. I don’t make the rules.

2120 can be purchased directly from the publisher by heading to this link.

We were sent a complimentary copy of 2120, but this doesn’t affect our review in any way whatsoever!

February Scissors: Reflection VR | Review

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Reflection is a Chinese VR puzzle game. The puzzle is innovative and unique. Players will challenge a multi-dimensional space created by the mirror, and use mirrors to solve puzzles by manipulating the world in mirror and enter it. Puzzles including Logic, Physics, Space, Time and so on.

Developer: February Scissors
Date Played: June 2023
Console: Oculus
Number of Players: 1
Time Taken: 3 hours

I first heard about Reflection back when it released on Steam in September 2022. At the time, I was dying to play it. But for some reason (and I’m still not sure why) my VR headset just doesn’t vibe with Steam. So unfortunately I had to wait until June 2023 to finally get my hands on a copy – and it was well worth the wait!

In truth, I wasn’t entirely sure what to expect from February Scissors’ new game, Reflection. They’re a very small, indie games development company out of China. I’m not overly familiar with Chinese puzzle games – I’ve never played any escape rooms (physical or digital) or even any Chinese tabletop games. I suppose this has a lot to do with the language barrier – but also that China has such a booming puzzle game market there’s almost no need to translate and export. Except this is why Reflection is so cool – it doesn’t use language in any way. Besides the occasional prompt on my VR headset to ‘pick up an item’, I don’t think a single word was uttered by any of the ‘characters’. Sure, there were plenty of landscape items with Chinese letters dotted around in the environment – carved into stone or on lanterns, but none of this needed to be translated. In a similar way, a lot of the communication in this game is done visually – you’re exploring temples, with mountains rising out of the mist around you. Everything felt intuitive – walking around, picking up objects, waving them and moving them around. It’s languageless, and yet I still feel like I understand the story that went into it.

 

 

A Reflective Genius

The concept is simple: Reflection is a puzzle game where you use mirrors to manipulate the physical world around you. The game begins fairly straightforward – although I’m embarrassed to admit that I found even the earliest levels in the game tricky enough as they were. Quickly though, as new mechanics are introduced, the game becomes more difficult. At some point I even found myself shifting gravity and dropping objects in a throwback to the video game Portal.

In all there are seven distinction sections of the game, each introducing a new mechanic and adding to the complexity. The first few are about mirrors, the third introduces the ability to change paintings around you, the fourth bends space and the fifth takes that even further by allowing you to flip the whole world upside down, in the sixth you play with the butterfly effect, and finally you can manipulate time. Pretty powerful for little old me, huh.

Is it difficult? Honestly? Yeah! I’m so used to puzzles that conform to the laws of physics that being placed into VR and told I can manipulate everything was hard. But it wasn’t insurmountably hard, and after a little pushing and pulling the edges of reality usually the puzzles slotted into place.

 

 

VR: Is it Comfortable?

If it weren’t already clear, Reflection is also a VR game, so rather than clicking a mouse, if you want to manipulate something – such as picking up an object or moving a mirror, you’ll do so in physical space around you. I played on my Oculus Quest 2, but I believe it’s also available on other VR headsets. In terms of controls and motion, I found it quite easy to use and fairly intuitive. When you’re holding a special lantern you can point and click to ‘teleport’ to any location. There’s quite a bit of turning your head around and stretching to look at something, but otherwise quite comfortable. That said, at some point I passed my headset to my partner – there was a really fun bow-and-arrow moment I wanted them to try – and being less familiar with VR, they said they found it gave them a slight bit of motion sickness. With that I’d probably rate it about 2/5 on the “this might make you feel ill” scale, with a VR rollercoaster at 5, and something like The Room (where you’re in a fixed position always) at 1.

With Reflection, you can jump in and out whenever you like. It’s broken up into mini-chapters, and whenever I left and came back it autosaved and took me back to the start of the mini-chapter I was on. So in general, I played this game in very short bursts – just a few levels at a time. On my lunch break, before I started work, whilst I waited for my partner to make us some lunch. For me, this felt like the perfect way to play it – in bitesized, satisfying puzzle pieces.

 

 

Reflection VR: The Verdict

I really enjoyed Reflection. We’re currently in this period of time where there aren’t a lot of exciting puzzle games out on the Oculus store (cue some angry people yelling in the background that there are). But all that to say, Reflection launched on Oculus at the perfect time where I was in limbo for a good puzzle VR game. It scratched that itch and gave me a thoroughly enjoyable couple of days of puzzle solving fun.

I’d recommend this game for anyone who wants something a little more gentle, relaxing, and slow-paced.

Reflection can be played on Oculus, or Steam. We played on Oculus!

We weren’t charged for the game but this does not influence our review in any way!

Prestige Escape Rooms: The Witch’s Lair | Review

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

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

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

 

Photo (c) Prestige Escape Rooms

 

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

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

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

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

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

 

Photo (c) Prestige Escape Rooms

 

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

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

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

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

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

 

Eleven Puzzles: Unsolved Case | Review

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A new lead turns up old doubts about an ‘Unsolved Case’. A trap, or a copycat killer? In this co-op puzzle game prequel to the award-winning Cryptic Killer series, put on your detective badges as you collaborate and communicate to crack the codes, solve the riddles, and catch the Cryptic Killer.

Date Played: April 2023
Number of Players: 2
Time Taken: 30 mins
Difficulty: Easy

Although we became very familiar with digital escape rooms over the course of the pandemic, it’s been a while since I’ve played one. Last year I covered “Parallel Lab” by Eleven Puzzles, and greatly enjoyed it, so when I saw they had just released a new (free!) game, I absolutely had to play it. This is actually the first part of a larger game set to be released soon, which is even more exciting!

 

 

The Premise

Much like their previous game, this game requires two players on separate devices. This game actually supports cross-device playing, which meant I was able to Skype my mum and play on my computer, while she used her iPad, which she is more used to than playing on a computer. Part of the reason I love the Eleven Puzzles games so much is their ease of play – you are not tied to what the other person is doing and are fairly free to roam and interact as you like, and the gameplay is pretty much just point and click, so no tricky key combinations to figure out – any difficulty is just about the puzzles themselves!

In ‘Unsolved Case’ we return to the partnership of Ally and Old Dog, who have just received a mysterious briefcase each in their own apartments. These apartments happen to be fairly similar, and hold all the clues needed to crack the case open…

 

 

The Puzzles

All the puzzles in this game require cooperation, not just one or two. However, they’re also unique and creative in the way they require this teamwork. Certain puzzles may require you to do the same thing, with different results, while others require the sharing the information. One thing I noted as we played was how well-balanced these puzzles were – I never felt like I was missing out on the ‘aha’ moments, and similarly didn’t feel I was encountering them all. If there was ever a puzzle where I felt my mum was having all the fun, there was soon to be a similar puzzle where the role was reversed (although different enough that it wasn’t a cut-and-paste).

example with minor spoiler

At one point there is a puzzle that required my mum to essentially work out a maze (I think), and all I did was click a button to go left, right or forward. However, there was also a similar puzzle where I had to figure out which ‘doors’ to open or close and all my mum had to do was click a button with specific colours on. It’s a great example of balancing the gameplay with similar experiences, without it feeling identical.

 

 

In fact, I thought a lot of the puzzles were really well done – they were all creative while still being logical, if not too simple. At each stage, there is a padlock to unlock the next part of the story, with icons clearly showing which puzzles to solve to find the numbers. This meant we knew what we were doing and worked our way through each, even directly affecting each other’s rooms while doing so, which was a really fun.

 

 

The Verdict

I really enjoyed playing this – the playability was easy, puzzles were fun and interesting and it’s got a neat, comic book style. It’s a shame it was so short, but as it’s free I think this is a minor point! I would also say it would’ve been nice if there were slightly more independent puzzles too, to make it slightly less linear and bring a little more freedom. Overall though this is a really fun game to play, especially if your teammate is long distance, and I can’t wait to play the full game when it’s released soon!

Unsolved Case is free to play, and available on Steam, Android or iOS.

 

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

 

Scarlet Envelope: Ashes of Persepolis | Review

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Ashes of Persepolis Review | Travel to Ancient Greece to solve a mystery of Persepolis, the priceless Persian city burned to ashes by Alexander the Great. The hero’s secrets are interwoven into an intricate puzzle guarded by Olympian Gods and an all-seeing Oracle. Only the mightiest can read Oracle’s cards to find out what really happened in Persepolis.

Completion Time: 1hr30
Date Played: February 2023
Party Size: 3
Difficulty: Hard

I have been waiting a very, very long time for a game that’ll pique the interest of my partner. You see: they’re not really into puzzle games. Their idea of a good time is a museum or two with a pub break in the middle. Don’t get me wrong, that sounds excellent, but after our museum and pub trips I love nothing more than sitting down to a puzzle or two. Anyway, there’s a good reason I play a lot of at-home escape rooms solo. That was until the wonderful duo behind Scarlet Envelope announced their latest game: Ashes of Persepolis.

Historical? Yay! Ancient Greece? Woohoo! Absolutely drop dead gorgeous graphics? Check, check, double check.

But why do I bring up my partner? Well, they studied this very topic at university for their Undergraduate and Masters. In short, I had a veritable expert playing next to me, and one just as enthusiastic for a game as I was!

 

 

History and Mythology Come to Life

In Ashes of Persepolis, we found ourselves completely immersed in the part-fiction, part-truth world of Ancient Greece. Similarly, the story of Ashes of Persepolis spares no detail. Throughout this game we experienced a captivating tale set in ancient Greece that weaved together myth and history to create a rich and immersive, puzzle filled world. The game is based on the mystery surrounding the burning of Persepolis, the Persian city that was destroyed by Alexander the Great in 330 BC.

Some Scarlet Envelope chapters are material-light and online-heavy, and others the opposite way around. In this one, there was a perfect balance. The envelope is thick, weighty, and filled with some of the prettiest little things you’ve ever seen. Peculiar, triangular shaped oracle cards, an enormous map of Ancient Greece on one side and stars on the other, and a few other trinkets that come into play as the game progresses. The game spares absolutely no detail, and is so gorgeous looking I’m genuinely considering hanging the map of Ancient Greece on my wall – yes! Really!

This story unfolds not just via the puzzles but also through cinematic content. You see, between each puzzle was a short, well put together video which revealed a little more of our strange quest each time. The videos add a sense of drama and intrigue, and provide a welcome respite between puzzles to sit back and relax. To play this game, we also Googled “Ancient Greek covers of modern songs” and let me tell you there are some fantastic ones out there. In short, the scene was set, candles lit, and we were well and truly immersed.

 

 

It’s all Greek to Me…

Once we got stuck in, we particularly enjoyed  doing unexpected things with the physicality and unique shapes of the oracle cards – though no spoilers here. You’ll have to play the game if you want to see exactly what I mean! My favourite of the puzzles was probably the one involving the aforementioned map of Ancient Greece, or a particular little delight moment whilst on the Artemis card (unsurprising, as they’re my favourite of the Greek gods). Each puzzle felt like a step forward in uncovering the mystery of Persepolis, and the video segments that followed were a great reward for solving them.

In terms of puzzles, well… This game was hard. Maybe the most difficult of the series yet. We also found the game to be slightly front-weighted in terms of difficulty, with the first few giving us the most difficulty. As the game unfolded, we found our rhythm eventually and it mellowed out from “wait, what?!” to a comforting level of challenging. If I had to give exact reasons why I believe we struggled (and I probably should, given this is a review), I’d say the following:

  1. When ordering your Scarlet Envelope you get to choose between easy or difficult. Though I’ve never confirmed with the creators (I fear their answer might be the opposite of what I expect), I assume I’m getting the difficult edition.
  2. Our third player was brand new to not just Scarlet Envelope, but tabletop puzzle games in general
  3. The lighting was low, and this game has a lot of small finnicky parts
  4. We lost one of the parts

Yes… You read that last one right.

Annoyingly, on the very first playthrough we lost a very important item – the item that would take us to the clues page. Emphasis on: We lost. It’s not impossible to solve without it, but we got very, excruciatingly, frustratingly stuck. We managed to bypass the clues page with a little guesswork and a little help from others, but came up against another issue when something else on that missing item proved to be vital to the gameplay. So we skipped that puzzle to the best that we could, and played on.

It was only a whole three days later when I finally found the missing piece. I can only assume it had fallen out when I first opened the envelope, and been brushed underneath a piece of furniture, because boy did we look at the time. Funnily enough the missing item was a coin. Where did I find it? Nestled against a few actual coins. I think my apartment is a ‘coin sink’ and somehow managed to suck in this pretend coin along with it. Hah.

I only mention it as – if it seems like we struggled on this game, it’s probably got more to do with my own losing of a vital piece. But thankfully the support team replied immediately (despite being in a very different time zone) and did their best to help at short notice. But if you’re reading this review and looking for advice before you start playing, my advice is: don’t lose anything.

 

 

The Verdict

Sure, but if we struggled so much – why do we still rate this game so highly? Well, its a very good game. What you get for the price with Scarlet Envelope is second to none, and Ashes of Persepolis might be one of their best looking tabletop experiences yet. I admire everything Scarlet Envelope create, and they’ve once again outdone themselves with Ashes of Persepolis. I can’t wait to see what they come up with next.

In terms of who we’d recommend this for… Probably only for more seasoned puzzlers – it’s better played as a part of the full Scarlet Envelope series, so by the time you get to this chapter you’re familiar with how the games work. Maybe invite your favourite history buff along (it helps, especially with the Greek language in the game), for the best experience.

In all, another solid addition to the Scarlet Envelope series.

 

Ashes of Persepolis can be purchased by heading to Scarlet Envelope’s website here.

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