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!
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!
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…
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.
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!
“The Locksmith’s Dream is a series of genre-defying, immersive overnight experiences filled with narrative delights and magical puzzles. Step into a 17th Century manor house seemingly trapped in the 1920s. Unravel the narrative mysteries, solve puzzles and enjoy the unique atmosphere of the house and its grounds. Join fellow guests in sifting through the history of the house and previous inhabitants, supported by the curious staff who seem deeply connected to the property. Dine by candlelight in opulent oak-clad halls and as night falls, don your unique mask to wander in the strangeness of ‘The House of the Moon’.” – from The Locksmith’s Dream website.
Date played: April 2023 Time taken: 12 hours (including overnight stay) Number of players: 2 in my party (22 guests overall) Difficulty: Moderate-Hard
Photos in this review (c) The Locksmith’s Dream or Karen Myers
Everything about The Locksmith’s Dream is otherworldly. A curated luxury immersive overnight experience, it has its home in Treowen, a gloriously creaking pile of a 17th Century manor house in the marchlands between England and Wales. And just as the house is trapped between two countries, the story it tells is trapped between, or maybe entirely outside, time(s). As an arriving guest you are very much of the modern world, but step inside ancient Treowen and you’ll find your genial, generous hosts appear forever frozen in a hazy 1920s vibe. But in The Locksmith’s Dream nothing is ever quite as it might first appear. Within Treowen’s walls are a myriad mysteries to unravel. Where you start, what questions you ask, what puzzles you attempt to solve is entirely up to you.
What is The Locksmith’s Dream?
Like the ‘between times’ nature of the house and the narrative it contains, the event itself is liminal and elusive. It slips between genres, playfully evading definition and refusing to be trapped by conventional labels. There are elements that are escape room or scavenger hunt-like, with keys to be sought and riddles to be solved, but it is neither entirely an escape room or a scavenger hunt. There are elements that borrow from the Punchdrunk brand of immersive theatre, where you can follow and interact with a character to piece together their personal narrative and their place in the mystery, but it is also not that alone. And although I’ve never LARPed, there are some influences from that world too, where you can inhabit an identity of your own to engage with the cast. And yet it’s not fully a LARP either.
So what is it? It’s impossible to define, but playfully and deliberately so. Choosing to exist between genres, there is an angle here for almost anyone who enjoys puzzles, immersion, direct performer interaction, mysteries, narrative complexity and exploration.
No, But Seriously, What Is It?
Ok, look, the world-building for this event is outstanding. The depth of detail involved in creating the mythos that exists within the mysterious walls of Treowen is immense, and crafted with passion, affection and intelligence. It is, quite simply, mind-blowing and overwhelming. So to try and explain what ‘it’ is within the confines of this review would do it a severe disservice and be at risk of being spoiler-heavy but a bare bones precis might go something like this:
Treowen exists on a threshold between worlds, and sometimes secret gods, known as the Hours and who appear in the form of birds, converge on the house to trade secrets in a meeting known as ‘the Roost’. When they depart, they leave behind “divine gossip and treasures” or ‘birdsong’. Your arrival at Treowen in the immediate aftermath of ‘the Roost’ has been arranged by a sponsor from an occult organisation who finds value in this birdsong. It is your job, once inside the house, to search it out, in any of its myriad forms. And when you find it you have a choice to make – to assign it to your sponsor who may use it for good or ill, or maybe you can trade it for information, a secret or an insight.
Physical ‘birdsong’ aren’t the only secrets hidden around the house. Treowen is staffed by a curious band of characters – from attentive butler, Hawthorn, to the wily but circumspect Inspector of the Suppression Bureau, from the dusting-obsessed servant, to the excitable but oh-so-sad Curator. They all have their own stories, woven into the very fabric of the house, and while they hold their own mysteries close they can often be persuaded to part with a detail or two if you take the time to chat, gently easing away at least part of their masks. Even those who have long left the house leave secret traces that endure – your occult sponsor might want physical birdsong but they might also like you to uncover what happened to previous residents, some of whom have met mysterious ends.
And just when you think you’ve found your bearings in this complex puzzle box of a house, night falls and, after a delicious 7 course feast of a candlelit dinner, you are invited to don the mask provided by your sponsor and explore the house anew. Because in ‘the House of the Moon’ so many things are oh so very different.
Throughout Treowen and throughout the 24 hours of your stay, enigmas and conundrums surround you on so many levels. And this is where The Locksmith’s Dream is unique to any other immersive experience I have taken part in. The path you choose to take through the event is entirely up to you. You can spend your time searching for the physical puzzles that litter the house, where every nook and cranny, every uneven floorboard and knot in the woodwork could hide a key or a riddle or a puzzle box waiting to be unravelled. There are a whole host of props and paperwork to engage with and peruse, from your own personal, leather-bound journal (which warrants careful attention!), to letters and guest books and dolls houses and chessboards and paintings, all of which may reveal a delicious sliver of information. Or you can mingle with the staff and other guests, ask some canny questions, share a joke or a moment of kindness and learn a secret or two about the house and its residents. Every conversation can unwrap another layer of the narrative and even mealtime encounters might open a new door or two. And if any of the above sounds just too darn exhausting, then you could, if you wished, retire to the inhouse bar for the entire time and just drink the cocktails while admiring the countryside views. In short, there is no right or wrong way ‘to do’ The Locksmith’s Dream. The options are multiple and the opportunities are endless.
It is easy to be bewildered by the complexity of the world created inside Treowen. There is a lot to get your head around as so much detail has been poured into every angle of the narrative and the puzzling. To get the most out of it, if you want to be fully immersed and engaged, then taking time to read and digest all the documents and paperwork you are given is key. I often fail at this in escape rooms when I’m so keen to get on to the puzzles that I ignore the narrative and skim read documents. But everything is so carefully woven together into one cohesive whole in The Locksmith’s Dream that soaking up the detail will pay huge dividends as you explore.
And when documents and written detail aren’t giving you the answers you need, it is the superb cast who step into the breach. The actors who flesh out the weird and wonderful staff of Treowen are supreme. Masters of nonchalant improvisation, the team of performers remain in character from the moment you arrive to the moment you depart. They seem entirely inbuilt into the fabric of the house and remain unphased by being asked the most obtuse and obscure of questions while they are also trying to pour you a cup of tea or make you a cocktail. Because these guys really do do everything – carry your bags to your rooms, serve tea and coffee, pour your wine and remember complex, arcane details about ancient rituals and the indepth back stories of the chamber maid.
While Treowen is a stunning, magical location and the narrative world-building complex and rich, it is the actors who make it all so very, seductively, real. Particular kudos to Emily Carding as the Curator, who was by turns all giddy excitability then heartbreaking loss. Her mournful breakfast monologue over the fate of a teaspoon was devastating. While my friend and I failed on so many levels to complete most of the challenges posed by the Locksmith’s Dream our one success was on a task for the Curator and her reaction to our resolution provided one of the most blindingly bonkers but wonderful and warm encounters of the whole weekend. The cast gathered together for this event is definitely one hell of a Locksmith’s Dream team.
But What Do I Get?
To book a place in the Locksmith’s Dream you chose one of Treowen’s 11 unique bedrooms, distributed across the top 3 floors of the house, from the smartest on the first floor to the attic spaces on the top floor. That bedroom comes with an identity – one assigned to you by your occult organisation sponsor – along with a letter from your sponsor and a series of tasks to complete (if you so wish to of course, you could ignore them completely). You’ll get a small leather bound journal full of information and space for note taking (essential!), masks to wear for the ‘House of the Moon’ event and a pin badge (who doesn’t love a pin badge) identifying your sponsor. You also get a delicious lunch on arrival, a small but perfectly formed afternoon tea, a seven course fine dining feast in the evening (including wine), a hearty breakfast the following morning and, most extraordinary of all, 24 hours of magical immersive fun.
The Locksmith’s Dream is a rarefied event – there is a large price tag, but that price envelops so many layers, experiences, details and engagements that just aren’t happening anywhere else in the UK at the moment. Having thrown myself at most immersive events that have taken place in the last ten years, I can honestly say that I’ve never experienced anything like this. It is impossible to define and impossible to compare to other immersive events, escape rooms, puzzle hunts or similar to match price points. It’s just not like anything else.
The only niggle I’d have about this whole weekend, is that while the house is historic and fascinating and gorgeous, it is also so old and protected the amenities aren’t luxury in the ‘luxury hotel’ meaning of the word. Our room in the attic (‘Seraphim’) was lovely with exposed beams and sloping floors but our twin beds were very narrow and our bathroom shared with another bedroom was a tiny cubicle with only just space for a shower and a toilet. It is not something that would put me off returning and it didn’t stop us having huge amounts of fun (especially as we spent very little time in our room) but it is something to be aware of if the price point is above your normal budget so you can manage expectations.
A Dream to return to?
The Locksmith’s Dream clearly has a potent pull. Several other guests who shared our weekend were returning for their second visits and still finding new layers to uncover and puzzles to explore. The venue is seductive enough to call you back and, especially if you’re a completist, the sense of so much left undiscovered is a powerful draw to consider a return visit. There are just so many different angles and avenues to take that no-one, not even the speediest of searchers or riddle-solvers, could do everything within one weekend.
The Locksmith’s Dream is unique. It is special. It is bewildering and magical and frustrating and exhilarating and sad and hilarious. It is laden with puzzles. It is a joy to explore and search. It is peopled with endearing, multi-layered characters performed by masterclass performers. It will not be everyone’s cup of tea (no matter how well Hawthorn the butler makes it) but for those who are willing to step outside the tedium of modern life and engage with the mystical and the magical, to suspend disbelief and be fully immersed, it will be an unforgettable, bewildering, intoxicating dream come true.
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
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.
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…
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.
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?!
Vision: Convicts starts in the dark, with near to no light until you complete the first puzzle. There are also a couple of puzzles that are done in low lighting, and one requiring colour recognition. SOS is a little dim, due to the nature of the room.
Sound: Hints are delivered via a speaker, so there will need to be someone who is able to hear to utilise this. There is an audio puzzle in SOS, and a puzzle requiring communication between two (or more) teammates in Convicts.
Physical: This may be one of the least accessible rooms I’ve done! The spaces are very small – it felt crowded at times for even two of us. I could see it easily becoming too cramped and warm with more! There was climbing required for all teammates in both rooms, as well as crawling required for Convicts (for all teammates). Convicts also starts with very low headroom (I am 5ft3 and had to crouch to start), and to access and exit both rooms you need to climb up/down ladders. I would advise against doing this room if you have claustrophobia, mobility issues, or are unable to fit into small spaces for any other reason.
Location and overall verdict
The location was fairly easy to get to from central Dublin, although we got a bit lost trying to find the boat itself (both
Google and Apple Maps were sending us to the wrong part of the canal). It is based just over the bridge from a handy Caffè Nero and independent cafe, which also have toilets for use.
I think this was a fantastic pair of rooms, clearly designed and ran by people who care. Our GM was really friendly and welcoming, and did a great job of hosting us. We had a lot of fun, and I highly recommend you visit if you are going to Dublin! I am also awarding this our ‘Wow award’ as a I think what they’ve created for both room is very unique and innovative!
SOS and Convicts can be booked on the Escape Boats website here
The Escape Room Adventures take you on a journey of discovery as you puzzle your way through the gameplay and unlock the many secrets within. The easiest room is Mutiny, our pirate-themed room, which is ideal for beginners, families, or a group with mixed experience. Our most challenging adventure room is Nethercott Manor – our haunted manor, which is a fast-paced challenge. We would recommend Dodge City, The Outfitters & our newest room SpellCraft for teams that have some previous escape room experience.
Date Played: December 2022 Number of Players: 5 Time Taken: ~40 Minutes each Difficulty: Expert!
Tulley’s gained its reputation for being one of the best companies in the country a few years ago and has managed to retain it when many others failed to move with the times, or unfortunately closed due to the pandemic. It had long been on my to-do list, but I had been prevented from trying any of their 5 games for a number of factors – namely location, cost, and the necessity to have an expert team to even attempt the rooms!
Luckily for me, the stars aligned at Christmas (well, boxing day) last year – my parter was gifted the day as part of a brand deal, my mum happened to be visiting us (as it was Christmas) and had a car, making transport that much easier, and I had confirmed the availability of the final two members to make us up to a team of 5 experienced players! It may not have been most people’s choice for how to spend their boxing day, but for us it was magical…
Tulley’s has 5 rooms, ranging in theme and complexity, so this is really going to be a whistlestop tour! I also want to highlight their amazing GMs who looked after us throughout the day – Adam, Dan, Ellie, Ed, Jamie, and Tyler – and of course their boss – Sooty the cat.
Dodge City in 2127 remains a stronghold of the wild west. The constant tussle between the Sheriff and local gunslingers means there’s opportunity abound for some creative bank robbery for those with wits and courage. As a member of the Notorious ‘Barn Door’ Gang you’ve been caught by the local sheriff breaking into the bank. Locked away with little hope, hired by an unnamed outlaw and facing the ruthless justice of the old west you’re left with only one option. As the sun sets the race is on to break out, reclaim your supplies, pull off the bank job of the century and get out of Dodge City.
Dodge City was our first room…and one of their hardest! Immediately on entering it’s obvious how Tulley’s have earned their reputation – the set design is amazing and extremely immersive, and there are surprises throughout the game. Even as a hardened spotter of fake doors and moving bookshelves, I soon gave up trying to anticipate what was coming next.
This room started with one of my favorite tropes – being separated! We were placed in separate cells, and this obviously required good communication from our newly assembled team, as well as a neat form of contact between us. We then progressed to all things cowboy and outlaw related. I don’t want to give away too much, but the set design and theming were amazing and definitely felt like you were progressing through Dodge City as you progressed through the room. There was only one point in which we were truly stuck, and this was largely due to a breakdown in communication and confusion over who a hint was intended for. Otherwise, this room was one of the most fun rooms we did all day, with some unique puzzles I’ve not seen before (or seen used in a different way), really appealing to different skills. As a team of 5, we only made it out with 4 minutes to spare, which was a great way to get the adrenaline going for the rest of the day!
It’s 1926 here in Chicago, and depression is still rife. Jobs are few and far between and the Prohibition has been in force for six years now. Everyone still drinks, nothin’ has changed. But now the mob control the streets, the supply and the money. The influence of the Outfit is far-reaching. Most of the cops are even under their control. Who can put them in the joint? You can, that’s who. The Commissioner has put together a special task force of straight, trusted cops and you’re on the team. You’ve spent the last few months infiltrating their network and now tonight is the night to get the evidence you need to put them away forever. But it won’t be easy, your cover might be blown! Do you have what it takes?
The natural progression from ‘cowboy’ is ‘mobster’, right? We moved almost straight from the Wild West into a mafia front in Chicago. We entered into an unassuming tailors shop, before discovering all was not what it seemed… The use of space at Tulley’s continued to be a lovely surprise, although the set felt a little more tired and rough around the edges in this room. That’s not to say it wasn’t good though – hidden information was the name of the game for Outfitters (what more could you expect from Gangsters), with themed puzzles and ’20s mechanisms running the room.
In this room, there were a few moments where mechanisms didn’t trigger or triggered when they shouldn’t have, and we were much less active than we had been in Dodge, with only a couple of us solving puzzles at a time. We managed to escape with a respectable 19mins remaining and an eagerness to sink our teeth into the next one (after lunch). Although this wasn’t a bad room, I’d say it was fairly average, and if this was the only room we’d done…I would have been disappointed.
The SpellCraft twins, Evilinda & Spellinda, two witches, two paths, two shops, two worlds, two journeys, their two magical worlds collide, and you find yourself in the middle of their story. SpellCraft will take you on a magical adventure, you’ll need to work together, but in the end there’s always a battle, will you escape and who will win?
Our next room was the newest room at Tulley’s, and the room that has quickly become a favourite of most players (myself included) – Spellcraft! When I first heard it was a magic-themed room my reaction was probably similar to many other enthusiasts – “not another one!”, “How is this going to be any different from all the other magic rooms?” , “why do people love this so much? What’s so good about magic?”
However, it was unlike any magic room I’ve done before, and has truly earned its place at the top of many lists. Firstly, you can tell from the waiting area that the set and story are going to be completely different from any other magic room. There are no “wizard school” or 4 “magical houses” that happen to be primary colours…
Instead, we were once more split into teams – this time “good” and “evil” – and given wands, which stayed with us and were used throughout the game. We were also given cauldrons to collect/carry things with us, which was a nice touch I’ve not experienced anywhere else. Inside the room, the set design was once more delightful and surprising. The set is huge, but of course, you don’t realise this at first. However, there is a truly magical mechanism within the room and we were transported again and again to extremely different settings and places. There were a lot of fun puzzles here too – some familiar, others less so, and the climax of the room brings together the two teams in a fierce battle of good and evil, which we obviously won.
Overall, while I can’t remember (or didn’t see) quite a few of the puzzles the experience itself blew me out of the water with the magic and joy I felt. As a team of 5, we escaped with 16 minutes remaining, and I enjoyed every second. This is an amazing room, one of the best in the country I’d say, and makes me excited to see what they do next.
It’s the year of our Lord 1672, and you be right in the height o’ the golden age o’ piracy… After years of sailin’ the high seas, you and your crew have succeeded in your fair share of ambushes, and as a result – your ship is teemin’ with bounty. Yet you’re still suffering beneath the cruel wrath o’ Captain Starling – a notoriously bloodthirsty buccaneer, and your shipmates have decided you all shall take matters into your own hands. After all… you fought for the gold, so the gold is yours for the taking, aye? Once the old seadog has retreated to his berth for the night, you make your move. Get in, get the treasure and get out. You won’t have long before he starts to stir – and Starling shows no mercy to ANY soul…
After that amazing experience we needed to calm down a little, so found ourselves upon a ship in the easiest room. This was again misleading – although our initial perception was that of every other pirate game I’ve played (as we solved it as such, by guessing digits in combination locks and skipping steps), once we were out of the cabin we had clearly been played.
As you might expect for a ship, this game required more physicality than others, but these were more to reveal/solve puzzles than being the puzzle itself. There was one particularly unique feature of this room, which was fun to build and use, but otherwise, this was your average pirate room, just more polished and better executed. Ultimately we escaped with 22 mins left, and we had fun doing so, but we were looking forwards to the final room.
The old manor house is entwined with local legend, the living don’t remember the Nethercott’s, the family’s hay day was long ago. Local folk talked, whispers were heard, rumours began, lights were seen within. The Nethercott’s are long gone but something remains, an essence, a smell, a feeling, it’s in the fabric, in the walls, under the floor boards … it ticks, it creeks … take a trip into the past, uncover the family’s many secrets and glimpse their fleeting souls?
Finally, the room that put Tulley’s on the map (for me at least) – their largest and hardest (I think), as I didn’t even see half of the room – more like 1/3! It was also the one I was most nervous before, being a massive wimp and this being a haunted house. Nevertheless, I couldn’t pass the experience up, so I steeled myself and forged ahead.
The atmosphere is obvious from the start, finding ourselves outside the front door of an abandoned house, with an atmospheric soundtrack doing nothing to ease my nerves. The immediate puzzles were fairly easy, clearly luring us into a false sense of security before we entered the manor itself. Once inside, the set is appropriately dimly lit (until you’re able to find the fuse box at least), with many old-fashioned items of decor and themed puzzles attached. This is also when you get your first taste of the spirits that haunt the house, and it became clear that I was an easy mark for the GM.
For those of you of a similar disposition to me, I will just reassure you that nothing physically jumps out at you, but there are a lot of loud noises, which the GM can, and will, trigger whenever they feel like – especially if you are an obvious target stood next to the item in question.
This first room had the most frustrating puzzle I’ve seen in any room…ever. We found out afterwards that even the GMs will struggle to complete it, so usually, they take pity on the players and allow them to bypass it (ourselves included). Usually, this type of time sink would annoy me, especially in a room as large as this, but we actually addressed most of the room at the same time as this ‘puzzle’, and the GM clearly knew the right time to give us a nudge that gave us a chance of solving it, without feeling frustrated.
From this point, we barely saw each of our teammates again until close to the end of the room. I found myself with my mum solving a series of logic puzzles while being terrorised by the GM ghost. We also encountered a smell test, which worked well given we were in the kitchen. From what we saw afterwards, our teammates were working through similarly well-themed puzzles for their respective rooms, across a large variety of skills.
The final puzzles were once more of the deductive style (my favourite), before quite a fun/creepy ending (depending on your perspective). We managed to escape with 9.34 left, which is quite an achievement given they used to sell this as an 80-minute room, and I know many people who didn’t manage to escape! This was definitely a great way to end the day, and almost my favourite room.
The team at Tulley’s were fantastic, and the rooms were large and immersive, while still delivering high quality puzzles. We appreciated the drink offerings, and usually they serve food on the farm too. The introduction videos are also worth mentioning – very entertaining, and slightly unhinged, but they weave into an overall lore, which I’ve only seen a handful of other rooms do as effectively.
This is definitely a must-visit for any enthusiast. Although we could award this nearly all of our badges, we definitely think they’re most deserving of our “I believe” badge, for just how immersive and expansive their rooms were.
Audio – nearly all the rooms require some form of communication between players. Spellcraft, Nethercott and Dodge also featured audio puzzles/prompts, although not everyone will need to do these.
Vision – Nethercott, Mutiny and Outfitters all had fairly low lighting at points. Dodge required a small amount of colour identification, as did Nethercott and Outfitters.
Smell – Nethercott has a smell puzzle!
Spatial – In Dodge you start in a small cell, so if you have issues with space I recommend being the only person in yours. There are also some small spaces in Nethercott, Outfitters, Mutiny and Spellcraft, but none require all team members to enter. There are some smoke effects in Spellcraft, as well as Nethercott.
These rooms can be booked on the Tulleys website here
Prophecies Quest Review | As the last hope for the magical world you must collect The Prophecies and use them before it’s too late. The Dark Lord has hidden The Prophesies so you must find them in The Department Of Mysteries before using them to defeat him. You need to hurry, The Dark Lord is on his way and only you can stop him.
Completion Time: 32 minutes (out of a possible 50) Date Played: January 2023 Party Size: 4 Difficulty: Easy
Having moved to Edinburgh a little over 6 months ago, you’d have thought I’d have played all of the rooms here by now? Well, not quite. There are a few that have been on my radar that I’ve been saving for a special occasion. Department of Magic was just one of those places, and the occasion of two of our loveliest escape room friends from home in London coming up for a weekend to visit was just the ticket to finally book it.
Sandwiched between the potion mixing cocktail experience at the bar portion of Department of Magic, and a trip round the corner to Cocktail Geeks (currently running a Lord of the Rings themed experience), we had an hour to spend. Without haste, we got ourselves booked into to play the more popular of the two games at this hidden wizard-themed speakeasy: Prophecies Quest.
Wands at the ready, witches and wizards…
Let the Magic Begin!
If you think of Edinburgh escape rooms, the chances are Department of Magic isn’t on your radar. But let me tell you why it should be. Located a stone’s throw from Edinburgh Castle is a mysterious little black door located at the bottom of a little rickety iron staircase. Behind this door is a tavern lifted straight of a storybook. The walls are lined with peculiar magic trinkets, and on each table is a gaggle of magicians brewing the most brightly coloured, bubbling, fizzing and smoking potions- I mean, cocktails.
This is the Department of Magic. It’s best known for it’s ‘pub’ portion. With advance booking, you can grab a table for normal drinks, or one of their special brew-your-own potions, which are fairly reasonably priced for how exciting they ended up being. We did book ourselves into one of their sessions in advance, but it ended up being about the same price as if we’d have just booked for a normal table and ordered off the menu. But in truth, we weren’t really here for the cocktails… We were here foe the escape room out the back.
When your game session begins, a mysterious wizard in a long dark cloak approaches you and asks if you’re the chosen ones here to save the world.
“Yessir!” we exclaimed, before following her through the door in the back and into the briefing area.
Fortune Favours the… Wise!
Before entering the escape room, we allocated a captain, and that captain looked at four great wizarding traits – Wisdom, Bravery, Cunning, and… Well, I forgot the fourth one, as people often do. We chose wisdom, and were given a special item for it, which would come into use later.
Them, in a flurry of magic, the bookcase swung open and we were off to a flying start!
Prophecies Quest is an unusual escape room for a number of reasons. Firstly, it’s a multi-room experience, but you have full run of the area. You don’t need to complete any particular room in order. Secondly, there are no locks. Everything is done with magic. Impressive – but probably a lot of work for our games master listening out for us saying the exact correct spell, or performing the exact correct action!
Beyond those two details, the room was your standard magical room. Players can expect potions, spell casting, dragons, dark wizards, the whole shebang. Just like in a pirate room I hope to see treasure maps and chests and the odd skull here and there, by now we’re familiar with rooms set in the wizarding world, and Prophecies Quest was a classic, well executed example. Notably, one that took good care not to tread too heavily on any particular well known IP. Kudos to them!
A celebratory drink for afterwards!
A Spellbinding Escape?
The room’s uniqueness was also it’s strength. We were very, very fast out of the room (almost record breaking in fact, there were just a few seconds in it), but I think on reflection it wasn’t really a room designed for competitive folk trying to break a record. It was a room all about fun. And on that note, it succeeded.
I absolutely love rooms that make you hop around on one foot and hum your favourite song, or make you flap around like chickens and crouch down on all fours. I love rooms that make you roleplay what you’re actually doing, so that you live and breathe and feel what you’re doing. Prophecies Quest did that really well, and it’s a shame it’s an 18+ room (well, the whole venue is) because this would be an excellent one for families.
Ultimately, this escape room is best played between a round of cocktails. I would expect 99% of players to go into this room having just come from the bar, so none of the puzzles are incredibly puzzling. Many of them require physical actions and working together in a silly way. So whilst it won’t necessarily challenge the most hardcore escapers, it will encourage you to have fun, and that’s a double thumbs up from me.
Well worth visiting! I’m surprised Department of Magic isn’t more popular. Not that it isn’t, just that I hadn’t heard any other enthusiasts recommend it on a visit to Edinburgh – but I want to change that right here and now. Add Department of Magic onto your trip, and for extra fun, book yourself in for their cocktail brewing experience for a perfect, photo finish to your evening.
Finally, a shout out to our host for the escape room, who was the fantastic Hannah. She let us know that she usually runs their other room (which we’ll definitely be returning to play), but today she ran our room instead and never once broke character, providing fantastic help, encouragement, and a thorough brief and debrief after. Escape rooms can sink or swim by their team’s hosting ability, and Hannah did a superb job!
Edinburgh Treasure Hunts Review | Professor M has arranged for you a day of creature-hunting. It’s all about using your special map wisely and keeping your eyes peeled. There’s so many secrets hidden in the beautiful Old Town.
Completion Time: ~2 hours Date Played: 17th July 2022 Party Size: 2 Location: Edinburgh Old Town Difficulty: Moderate
I (Mairi) have just moved to Edinburgh from London and I wholeheartedly insist that the very best way to explore a new city is to immediately book yourself in for an outdoor treasure trail. What’s not to love?! New sights, hidden alleyways, history, and most importantly… Puzzles!
One of the most, if not THE most loved treasure hunt company in Edinburgh is the aptly named “Edinburgh Treasure Hunts“. A solo-run and operated business by your incredibly awesome host Sabi who, as a part-time tour guide, is an expert in all things Edinburgh. The company is also one of the first to start running games of this kind with many of their trails being well over 5 years old and host to thousands and thousands of players over the years.
In particular, Edinburgh Treasure Hunts is a hugely popular game to play during the Edinburgh Fringe. They take you right past many of the largest and most popular venues as well as plenty of popular landmarks on lesser trodden streets. Being self guided, there’s also no need to hurry. You can take the trail at your own leisurely speed (well, within reason!), so breaks to see the fun sights of the city are encouraged.
Over our very first weekend in the city, Rebecca and myself decided to book ourselves into two of the trails: Fantastic Creatures, and Sherlock. Let me just say, we were not disappointed! Let’s get into why…
Fantastic Creatures (and Where to Find Them in Edinburgh!)
If you’re into witches, wizards and magical places, then the Fantastic Creatures trail will be your cup of tea. At the Chamber arches on the Royal Mile, we met up with Sabi- or should I say, the Professor’s Assistant Sabi who set us off on our lesson in magical creatures around the city. We were first sorted into a magical house (House of the Haggis, if you were wondering what our team went for), then given a tote bag filled with curious objects including a bestiary, an old locked box, and a map of the city with carefully labelled locations.
Our ultimate goal was to find the fabled Unicorn, a rare creature from history with mythical properties. We had a sub-goal of finding (and I suppose, rescuing) our teacher, the Professor, who had a terrible accident. Our tertiary goal was to have a lovely day out and enjoy ourselves puzzle solving. Tick, tick, tick all round.
Unlike Sherlock, Fantastic Creatures had a web-app counterpart we could load on our phones. The broad structure of the game was that we followed a physical map around the city and at each marked point we had a challenge to complete – locate a particular mythical creature in the environment from our bestiary, read about it, and answer a location-based question. The experience was challenging on a few levels. Firstly, we had to find the actual location designated a single letter on the map. A task easier explained than done for a team of players new to the city, who aren’t yet familiar with it’s little hidden alleys. Then, we had to look very closely at our surroundings, taking care to stand exactly on the right spot, before we could answer the questions.
…And listen, this game was surprisingly educational! Yes, yes, the creatures are fantastical. Yet I learned a lot about their myths, legends, relationship with Edinburgh and more. It was very well done!
Unlike Sherlock, we finished Fantastic Creatures in a comfortable amount of time – around 2 hours. However despite it being on the easier side, more appropriate for family groups, we still managed to get a lot of questions incorrect. So some advice from us: read the question very carefully to figure out what it’s asking before wasting guesses (and points) on incorrect tries.
Any team that manages to score 25 points or above will win a special bonus prize. I say bonus as we were delighted to find that on discovering the final location for our trip a little treat waiting for us behind a lock. But then, as our host scootered over to collect our bags from us we were presented with a further prize for scoring a coveted 29 points!
Edinburgh, City of Hills
One of the things we loved the most about Fantastic Creatures was the trail itself. Although, ‘trail’ is a strong word as it’s largely self-guided and with just a map to guide you, you can take any route you like. On the one hand, at times we were worried we’d taken a wrong turn. On the other, we were glad to not be wedded to a specific route around the city, as it gave us a chance to stop off for a snack, a drink, and an ice cream cone. Which, if you’re interested, we recommend lunch at the tiny, family run Olly Bongos and ice cream at Alandas Gelato, both en-route around the trail.
Edinburgh truly is a really beautiful city though. No matter which specific road on the map you choose to take, you’re sure to discover a new hidden gem, or a beautiful sight around a corner at the top of a hill. In fact, the trail starts right up near Edinburgh Castle, which is the perfect tourist spot for snapping lovely photos of the surrounding area. It ‘ends’ nearer Underbelly, making it again, an excellent place to springboard you into an Edinburgh Fringe show, or to round off the day after one.
The only thing that we felt could have been improved about the route was that occasionally we doubled back on ourselves. Not because we’d answered anything incorrectly, but because the route required us to. Towards the end, you find yourself in an area of town, and are sent back to the start of your route. Only to walk back up the long street and need to turn right back around to head even further in the other direction. It was a curious choice! It didn’t bother us too much as, being new to the city, find every little alleyway delightful, but we definitely saw the same few streets multiple times over.
We really enjoyed Fantastic Creatures. After playing Sherlock’s Secret Challenge the day before we had high hopes and once again Sabi and her company absolutely outdid our expectations. For sure, there were some minor bits that didn’t completely click with us – a few difficult puzzles we struggled to get the answer for for example. But overall we had a fantastic experience once again. Edinburgh Treasure Hunts is a super hidden gem in the city and will be the first place I recommend folks new to the city book themselves into.
The Curiosity Room London Review | Sparking curiosity from the start, guests embark on the adventure immediately upon entry to the room. The entire room is a puzzle box waiting to be solved. Puzzle elements have been seamlessly hidden within the décor; solving them all will lead guests to a grand finale and series of surprises and rewards. The puzzles have also been customized to the three destinations, featuring and celebrating local landmarks, culture, and more. Guests will uncover hidden messages, hunt for puzzle pieces, and experience elements of the room in unexpected and delightful ways. The room’s Curiosity Journal serves as the guide and connection to the one-of-a-kind in-room journey, with hints available in case guests need a helpful hand. When the final challenge has been completed, guests receive a certificate of completion and can celebrate with a complimentary dessert in the hotel’s restaurant.
Completion Time: 1 hour Date Played: 2nd October 2022 Party Size: 6 Difficulty: Easy
As escape room enthusiasts we often travel to experience the escape room scene in other cities. Escape rooms and travel go hand in hand… So its surprising that no one had really capitalised on this until TED teamed up with Marriott Hotels to bring a unique escape room twist to their hotel rooms. “The Curiosity Room” is the first of these experiences, a collaboration of immersive experience and physical, in-person hotels and is popping up at the Marriott Hotels in San Francisco, Bangkok and right here in London. We couldn’t wait to try it!
Our First Impressions of the Curiosity Room
When we arrived it was very clearly the 5-star service you would expect from London Marriott Hotel County Hall. The staff were all very polite and welcoming, and once we entered the room it was so immaculate and beautiful. The initial starting point was immediately obvious, in a very tantalising way, so we were soon off searching the room for further clues and admiring the beauty within.
TED X Marriott on Puzzles
In terms of puzzles, those in The Curiosity Room were quite linear, but this worked fairly well given this is very much a self-guided room. Clues were given via a journal and a web page, which provided an increasing level scale of hints until finally giving the answer. We found many ‘wow’ moments throughout but often realized we had come to a puzzle too early, so put it back until that point arose.
For traditional escape room players, this was one of the slight negatives in the room. All escape room players know how to search for clues, but this proved detrimental here (despite the first puzzle requiring you to search), as often it meant jumping ahead, potentially confusing the story or ruining the surprise of a later puzzle.
That said, many of the puzzles themselves were actually quite unique and exciting to discover. There weren’t too many jumps in logic, and even as a team of experienced players we still found ourselves excited by many of the techniques used. It was certainly more puzzle-y than I had anticipated going in, which was a bonus! They clearly put a lot of thought and passion into these puzzles, which were all varied and interesting; mixing physical, hands-on puzzles with wordy brainteasers. The fact this room isn’t timed is also a nice touchs – we were able to slow down and really enjoy each puzzle together as a team. This will also appeal to families staying in the room, as many of the puzzles used physical elements to trigger/solve the puzzles.
A ‘Hotel’ly New Escape Room
In terms of the room itself, The Curiosity Room is first and foremost a room to stay in. It was beautifully decorated with a large mural of London (by artist Caleb Morris) on the wall, which was a nice touch to the theming and almost outshone the amazing view from the window. The use of space was really well thought out, although the puzzles were largely contained to the sleeping area. It may have been nice to see the puzzles extend to more of the physical space. But we understand the physical limitations.
On the other hand, we felt that although it’s called ‘The Curiosity Room’ there weren’t that many elements that played with this theme. There were a few books about London and one or two puzzles which might have been fun for younger players to figure out, but otherwise not too many things that taught us new things or sparked our curiosity about London itself.
A Note on Technical Issues
In our particular playthrough, there were some technical issues which stopped us for over an hour. Not the worst thing in the world, as we enjoyed the opportunity to simply relax on the very comfy beds and have a chat to each other while the staff fixed those issues. But in general, technical issues like the ones we experienced do hamper an escape room’s flow.
As we were amongst the first teams to play the room, it’s not surprising that there were issues or that it took time for them to be fixed. We imagine, or rather we hope it will be much smoother in the future!
When everything did work the technical elements were impressive and would have thrown up some sweet little surprises if our mechanical issues hadn’t pre-empted them. Teething issues aside, we think it’s clearly a high-quality room and high-quality production.
The Curiosity Room: The Verdict
Before discussing the verdict of the room, we need to mention the elephant in the room. The price, which will likely be the biggest barrier for any escape room enthusiasts interested in playing. One night at the London Marriott Hotel County Hall is a minimum of £405, and I believe you have to book this room for at least 2 nights. It does sleep 4 (and it’s a very high-quality room with a glorious London view), but that’s obviously quite a bit of commitment, especially as you can’t pay to play the game element of the room alone. To reiterate, you do have to book to stay overnight in order to experience The Curiosity Room.
If you remove the price element, this was a really fun and special room. The Curiosity Room is targeted at families, so the level of puzzling isn’t overly challenging but the combination of quirky interactions with the room itself and some lovely ‘wow’ moments it’s definitely a great overall experience. And if you’re an escape room player with a sweet tooth there’s an added attraction. Solve the puzzles and you’ll win a sharing dessert from the London Marriott Hotel County Hall’s restaurant, Gillray’s Steakhouse and Bar, where you can also indulge in locally sourced steaks and, if all that puzzling has left you with a thirst, choose from over 100 gins.
If you were considering staying somewhere for a similar budget anyway then we’d definitely recommend this. Similarly, we would recommend checking it out if they ever opened any slots for just the escape room alone, but otherwise, I count myself lucky that I had a chance to play!
Needlenose Escape Room Review | Don’t be the next victim of the Copycat Killer Clown!
Date Played: 2019 Team Size: 4 Difficulty: Medium
Mythologic Escape Rooms have two locations which are based just off Gillingham High Street, one in an upstairs unit above some retail outlets. With a blacked out front door, with some cool graphic design explaining what to expect inside, and large Mythologic sign, the unassuming building houses two escape rooms which really pack a punch. The other a large double fronted shop with HUGE Mythologic sign, certainly making it difficult to miss!
Greeted at the door by the owners/designers Michelle and Chris, the welcome could not have been warmer. Both waiting areas are open and airy, with a comfortable reception area, we are offered a comfortable seat and somewhere to lock away our belongings. Water is readily available and there is well appointed lavatory area (which also has a number of essential personal hygiene products, such as deodorants etc. which is a lovely personal touch)
A briefing commences within the reception area and the disclaimers are all signed on digital tablets (which makes the hassle of pens and paper disclaimers feel like a distant nightmare)!
It is clearly evident from chatting to the owners that they are passionate about their rooms and obviously their customer service, which was faultless. We were made to feel at home with their personal yet professional touch.
Who Wouldn’t Love to be Locked in the Sewers?!
Who wouldn’t love to locked in the sewers with a killer clown on the loose hell bent on capturing you and taking your life!? No?! Why not?! This hour of tension, horror and excitement is an absolute scream! We loved it!
This room has taken the team at Mythologic a huge amount of time to create, design and build and walking through the door it is evident to see why! The combination of great theme, strong design build and the addition of a live actor brings, this game to life as you are plunged into the dark world of Needlenose the copycat killer clowns mind!
The room has a fair few observation-based puzzles alongside some physical games which played alongside the theme beautifully. Every puzzle fitted into the room very well and it wasn’t always clear what we were meant to be doing, which was a real plus as it gave a greater sense of reality!
Be prepared to be on edge! Everywhere you look in this game, there is something to keep your nerves rattled. As ever, no spoilers, however , there are a handful of surprises in this room which made us scream (both in terror and excitement!) It does however balance the level of scares very well to still give you the opportunity to complete the numerous puzzles inside.
All members of the team loved this game and place it in high esteem, and in great company with our absolute favourites. There are some tricky puzzles inside which certainly challenged us (and being the first physical game after lock down, the grey matter really got a run out!) but everything was achievable, even if you need a subtle hint like we did!
Dont be a clown! – Put on your big boy pants and head down to Mythologic to play this game. It is certainly one you wont forget in a hurry!
Would I recommend this room?
Definitely! The theme and mix of terror and strong puzzles put this up there with our favourites!
Who would I recommend it to?
Groups of friends and families would love this. More experienced players will still be challenged for sure and likely be in awe of the play area.
How many players would I recommend?
Around 3-4, taking into consideration the size of the room and number of puzzles inside
Date played: March 2022 Time taken: 48 minutes / 46 minutes / 45 minutes Number of players: 2 Difficulty: Easy / Hard / Medium
As someone who lives in London, I don’t often get the chance to venture ‘up north’, but there are quite a few companies that are making a name for themselves! Just outside of Manchester (an easy tram ride away) is the small town of Bury, home to “Compendium Escapes”. We decided to tick off all their rooms at once, so here I’m covering the first three, and leaving their award-winning final room for a post of its own!
Compendium: Laboratory | Review
You and your friends have been given the challenge to find and steal a Laboratory’s TOP secret remedy needed to cure a deadly disease. You have been entrusted with all the information you need to gain entry to the lab but no idea how to find the antidote undetected and once inside you find yourselves trapped. Do you have what it takes to save lives and escape the lab with the antidote?
When we entered the lab we found ourselves in a relatively large, clean room with plenty of science-y artifacts lying around. The premise is simple; locate and recover the antidote for the deadly pandemic that is ravaging the planet (I swear this was launched long before Covid-19). We immediately split up and started searching for clues, locating a number of interesting items and numbers dotted about. The decor in the room was great – it played into the theme and there quite multiple times when something which initially appeared to be a prop turned into a key puzzle!
Image (c) Manchester Evening News
This room is often said to be the best room for families, and I can see why – the room is full of bright colours and varied puzzles, with most puzzles within reach of small hands and some exciting little spaces to explore. The only issue is that the one main puzzle in the room (to access the parts of the antidotes) would not be possible for younger children, and indeed was not possible for me at 5ft3! However, the GM handled this really well, and let us off as he could see we had made quite a few attempts, but just physically couldn’t manage it. If this had been later in the day I can imagine this would’ve made us quite frustrated, but as it was we brushed past it and chalked it up to a slightly annoying thing.
The location isn’t very physically accessible, being up some quite steep stairs, but the room itself has a chair to sit in and is well lit. There is some reliance on colour, and that pesky physical puzzle. Hints are given via a screen, so otherwise no reliance necessarily on hearing.
Compendium: Bedlam | Review
Bentham Asylum has been standing since the 1900’s. In 1950 Bentham was given the nickname BEDLAM because of the events that happened in those 50 years, In 1974 Cell p23 was mysteriously locked without an explanation as to why. Bedlam has secrets that need to be uncovered. You and your team are the top journalists in your field, you have been tasked with uncovering the secrets that are held behind Cell P23’s walls. Can you go undercover, get in the cell undetected and escape with all the documents that will uncover the secrets of BEDLAM?
I am really not a horror fan. I am a massive coward, so the idea of doing not just one, but two ‘scary’ rooms was a little daunting. However, we spoke to the Compendium team prior to booking who assured me there would be no live actors or jump scares, so we went ahead and booked. Bedlam definitely fits into the ‘creepy’ and suspenseful area of ‘scary’, with atmospheric background music/sounds that felt extremely immersive. I actually found myself really enjoying this! The combination of dingy lighting, a chair with handcuffs, and random screams in the background helped set the mood and get the adrenaline running before any puzzles have taken place.
The room itself is very small – we played as a duo, and I’m not sure I would’ve wanted to play with anymore! Despite this, I was amazed by how much Compendium have fit into this space, and we were constantly surprised by certain discoveries. There are so many hidden areas carefully blended into the padded walls that we really had a sense of excitement and never knew what was coming next.
The puzzles were a fantastic example of thematic design – they all fit the theme perfectly, and to a certain extent helped carry the narrative too. They were fairly non-linear (I know there were a few puzzles I never saw), with a couple that also required some team cooperation. None of the puzzles frustrated us, and all the logic made total sense. There were also some really interesting mechanisms used for these puzzles, but I don’t want to spoil anything!
Like all their rooms, this is very much not accessible. Obviously, you need to climb up some steep stairs to reach the room itself, but there is a chair within the room. There is the requirement for at least one team member to be happy with crawling and small spaces, although this really isn’t the room for anyone with claustrophobia given the general size. The room was fairly dim, but we found a torch which helped!
Compendium: Wrong Turn | Review
You and your friends are driving along route 66 when you notice your gas running low, a friend suggests to make a turn at the next set of crossroads to see if there is a gas station… you don’t find a gas station but decide to explore the one place you have discovered by taking that WRONG TURN…. Will you escape or will you spend your life regretting that wrong turn?
The third room we did at Compendium was another ‘scary’ room – this time we entered the home of a serial killer. Once again we confirmed there were no live actors or jump scares, but unfortunately, there were plenty of mannequins (which is my specific phobia). The team were great though, and removed what they could, giving my mum a warning of where others were so she could deal with them for me. That aside, this room was fantastically creepy in a different way to Bedlam. Rather than screams, the soundtrack was instead an old fashion song and commercial, and the room and set dressing were just off enough to be unsettling.
Image (c) Manchester Evening News
Rather than entering into the lair directly, we instead found ourselves in an old-fashioned kitchen off Route 66. At first glance, nothing seems amiss, but look a bit closer and you realise that maybe things are not as they appear. The set dressing here was excellent, with a lot of relevant props and accessories to investigate, but not so many that they would count as red herrings (and none dressed as puzzles). The difference between this room and the lair (when you discover it) is very stark, and quite horrific (as you might imagine).
The puzzles themselves were a bit trickier than the other rooms, but still had a great flow and were fairly non-linear. I really appreciated the need to hunt for items and keep track of these throughout the room, as well as the requirement to move between the kitchen and the lair. The space is also a lot bigger than initially anticipated, with a great sense of atmosphere. There were also some unique physical puzzles here, which I quite enjoyed!
In terms of accessibility – again, steep stairs to the location, but chairs inside. There is a requirement to be able to crawl to reach the lair, and there are some smaller, darker spaces to be aware of. You will need to be able to differentiate colours for this room too.
Compendium, The Verdict
I think Compendium is a fantastic company, who clearly pay close attention to all aspects of room design. I have written a separate review about their final room, UI-55, which is currently my number 1 room. Out of these three, I enjoyed ‘Bedlam’ the most, followed by ‘Wrong turn’, but that’s probably my cowardice talking. I would say you shouldn’t be put off my the scary aspect of either room though, as they are worth playing!
The team at ‘Compendium’ are also fantastic – we spent a long time chatting with them and they are top-notch. Given we booked all 4 rooms they’d actually ‘closed’ the place for the day, so we could be a bit relaxed about timings and decide when we wanted to play each room. This gave us time to grab refreshments between rooms, and decide on our lunch break, rather than either rushing out of one room and into the next, or else sitting around in a long gap. This was a little touch that was really appreciated and so unexpected. I also just enjoyed talking to them in general, as they are clearly passionate about what they do (which shines through in the rooms) and so we spent a while comparing and recommending rooms to each other! Compendium is definitely a must-visit for me.
These rooms can be booked on the Compendium Bury website.