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.

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.

Escape Room Cottage Tewkesbury | Review

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Escape Room Cottage Tewkesbury | A holiday cottage cross escape room – Can you solve the puzzles, unravel the story, and gain the prize… all in one long weekend? The house is filled with puzzles and clues, all woven together into a story for you to discover. 

Date played: July 2023
Time taken: Played over a long weekend (Fri-Sun) with approx 10-12 hours of puzzling
Number of players: 4
Difficulty: Moderate-Hard (different puzzle levels available)

 

A Weekend of Puzzles

Playing escape room games is a bit like (I imagine) being addicted to drugs.  That first game you play gives you a massive, excited, cerebral high, sending you back out into the world buzzing.  It feels so good that you’re soon back, searching for a repeat of that high and, for a while, each new game also gives you the sought after buzz.  But it’s not long before one game at a time isn’t enough.  The comedown after a single game sends you scurrying to book a second straight away and pretty soon you’re booking escape room days of five or six games in a row.  By this point you are a fully fledged ER addict.  So when an opportunity to actually live in an escape room, where you can eat, drink, shower and sleep surrounded by puzzles, comes along, it doesn’t take much persuasion to hand over your cash for a full weekend of ER highs.

And at the Escape Cottage in Tewkesbury a weekend of highs is exactly what you get.

 

Escape Cottage?  What Is That?

The Escape Cottage in Tewkesbury is an AirBnB property run by the lovely (and very responsive) Caroline and Rich.  And honestly, the cottage itself and Tewkesbury would be more than worth the price of the weekend.  The cottage is really a three floor house right in the centre of medieval Tewkesbury.  It is a little jewel box of a property, filled with eclectic, quirky and lovely artwork, sculptures and books, that can accommodate up to 5 guests across three bedrooms (a double, twin and single) and with three separate bathrooms.  It is beautifully decorated, luxuriously comfortable and spacious and has everything you need for a weekend break, including a fully equipped kitchen. It sits in the heart of the lovely town of Tewkesbury, which is rammed with characterful, wonky, beamed medieval and Tudor buildings, as well as narrow, atmospheric lanes and alleys and a stunning Medieval abbey.  Tewkesbury was the site of a key battle in the War of the Roses, commemorated throughout the town with colourful banners representing the many warring families, and there are plenty of self-guided walks around the key historic sites available.  And even if history is not your thing, Tewkesbury’s location as a point where the River Avon and the River Severn meet, creating the Severn Ham nature reserve, means there are wonderful riverside and country walks also on the cottage’s doorstep.  Also just outside the cottage door are a great variety of independent cafes, restaurants, pubs and shops.  There’s no private parking at the cottage (though a cheap long stay car park is a few mins walk away) but, honestly, once you’ve arrived everything you could possibly need for a weekend is all within walking distance.

 

Yes, Yes, Sounds Lovely, But What About The Escape Room?

 

 

TBH I wasn’t sure what to expect of the escape room element when I booked the cottage.  I thought that perhaps, in order to appeal to the widest audience possible, the puzzles might be too simplistic for my team of experienced ER nerds, or that it would simply consist of nothing but padlocked boxes dumped in a room.  Oh how wrong could I be?  The puzzling element of the cottage blew our minds and vastly exceeded every expectation we had by miles and miles and miles.

The puzzling starts even before you’ve arrived, as in your welcome email your host sets up the story behind your weekend adventures and gives you the first puzzle that will give you the code for the property’s keybox.  OK, this puzzle IS fairly simple but then you don’t want your guests to spend hours sitting outside your property wondering how on earth to get inside!  But once inside, the puzzle world expands and the house becomes a treasure trove of clues, secret messages, mysterious locked boxes and intriguing artifacts.  While areas of the house that are definitely NOT part of the puzzle world are clearly marked (by locked doors and stickers), and you are told before arrival that most clues will be straightforward to find so “you won’t need to pull everything off the walls and disembowel the furniture” there is an element of ‘searching’ needed to get puzzling properly.  And inspiration and clues can strike at any time – even an innocent mid-puzzle trip to the loo can suddenly reveal a detail hidden up until then.

 

 

There is a clear narrative thread to the puzzles, and hints and clues are found in letters and postcards discovered as you move through the property.  My advice is to read them carefully because at the end of the puzzles you will have to make a decision based on all you’ve read beforehand.  While that narrative winds its way throughout the game play, once you’ve reached a certain point (I won’t say what as it’d ruin the excitement of the discovery for future players), the order in which you tackle the various puzzles no longer matters.  Through some very clever tech, you can choose which puzzles you want to focus on, or jump around between the different ones if something stumps you and you need to think about something else instead.  From that ‘certain point’ mentioned above hints are easily available if needed, but hosts Caroline and Rich are also accessible via phone or AirBnB messages if you really get stuck.

The variety of puzzles is impressive – there are some purely physical ones, as well as ones for the mathematician in your group, or the music-loving team member or the crossword obsessed player, the logic puzzle solver or that player who just enjoys a good jigsaw.  There are some lovely little moments of puzzling and discovery magic that delighted my entire team and had us squealing with excitement, racing up and down the stairs, or just saying “wow” repeatedly.  As a team we’ve pretty much seen and played it all before, but there were some elements here that had us genuinely surprised and excited.  And to stop the puzzle-hardened obsessives from simply locking themselves inside for an entire weekend, also built into the experience is an outdoor puzzle/treasure hunt that takes you through much of medieval Tewkesbury, giving you puzzling pleasure, a tour of the town and a dose of fresh air all rolled into one.  My team failed to find a part of the initial set up for this treasure hunt but still had a lovely time wandering the streets of the town and managed to find all the answers we needed.

 

 

And there are differing levels of involvement and commitment to the weekend too.  You can choose to take things at a leisurely pace, solving just a handful of puzzles that get you to a certain narrative point, or you can keep going and solve more, or, as we did, commit to the completionist experience and make sure you’ve solved every single thing in the house including the few ‘bonus’ puzzles.  Overall I think our team of four puzzled hard for around 10-12 hours in the cottage (but we also squeezed in 11 other escape rooms in Cheltenham and Worcester, on the Friday, Saturday and Sunday) so you can take your time, enjoy the luxurious cottage space and the beautiful town it’s in, and still play through most of puzzles on offer.

In other words, this escape room cottage experience can be enjoyed by anyone who likes to puzzle.  There’s enough to keep a diehard ER enthusiast busy and satisfied, while a relative newbie or a family group could also play and have an absolute blast of a weekend.  In short, this escape room cottage surpassed my expectations by a (beautiful) country mile and is amazing value for money, given the loveliness of the house and town and the sheer quantity of puzzles squeezed in.  Would 100% highly recommend to pretty much anyone and everyone.

 

 

A Note on Accessibility

The listing on AirBnB makes it clear that this is an old house split over 3 floors with only stairs for access, so unfortunately it may not suit those with mobility issues, especially as the puzzle-solving requires quite a lot of going up and down across all three floors.  Some of the puzzles use colours or sound so may be harder for those with restricted vision, colour blindness or hearing loss.

 

Full details of the cottage and how to book are here.

 

Photos in this review are either (c) Cottage Owners (from AirBnB), or Karen Myers, Jake Andrews, Jane Blackwell.

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.

 

Z-Escape: The Library of Enchantment | Review

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The Library of Enchantment Review: Ever wanted to step inside a story? The Library of Enchantment is a fun-filled thrilling family-friendly escape room, full of seafaring adventures, time travelling tricks and a pesky old bookworm who’s always up to meddlesome mischief! Join us for an enchanting experience that requires your puzzling skills, logic, persistence and, most of all, teamwork. Can you help capture Billi the bookworm and put the chaos right before the Library Inspector arrives within the hour?

Completion time: about 50 minutes
Date Played: 8th April 2023
Party size: 4
Difficulty: 3.5 out of 5 

We were lucky enough to be asked to come and try out Z-Arts newest addition to their arts centre, to see if we could help restore calm within the library walls before the (gasp) ‘Library Inspector’ arrives! 

Z-Arts: First things first – the Z-Cafe! 

First things first, let’s talk about the Arts Centre itself. It was super easy to get to (accessible very easily from the tram or walking distance to the city centre). The space was wonderful: all bright colours and smiling faces. Put simply, there is so much going on in here and the atmosphere is very welcoming.

We started off by checking out the café (well, of course), where we got a coffee and a (vegan!) cake for £4.50. The perfect way to fuel up and get our heads in the game, before the main event. For this escape room, we invited Al’s parents along for the ride – so technically we fit the bill. We were a ‘family’ playing the escape room, some adults and some ‘kids’ (us!). Having played in this size group, I would say 4 is the perfect number for this game. It allows everyone to have something to do, but also making sure you have enough people to get through all the different spaces within the allocated 60 minute slot.

 

Photo (c) Lizzie Henshaw

 

Talk about ‘Reading the Room’…

Our first impressions were excellent. The game opened up brilliantly, beginning long before you even got through the main door, which is always a nice touch. It also started with a puzzle that was very much on theme, helping to get us into the swing of things right from the start. Throughout the game, we were welcomed into a number of different spaces, guided by our lovely host, El, who provided us with a new book each time for each room, to help us with where to go next. Each one of these books matched the theme of the new rooms we found ourselves in, and it was a really nice touch that tied the whole thing together in a neat, comprehensive package.

Having a host in the room with us throughout the experience was something that we haven’t come across before. Usually we want to play with just our team, or more likely desperately wanting the non-members of our team to be out of the room – as from our experience, actors in the room are usually a form of demon, ghost, or other unwanted presence to make us jump! However, and most importantly, as this room is built to be suitable for children to complete the experience alone, the presence of a games master throughout definitely makes sense. El was brilliant throughout our escape room experience. They knew exactly when to step back and let us puzzle on, and knew the perfect moment when we needed a slight nudge in the right direction. 

 

 

Quite the seamless room transition!

From start to finish the escape room felt well balanced. The puzzles were varied and exciting – there were physical puzzles, there were logical puzzles, we did some searching, we did some ‘pondering’. We were kept very busy throughout the whole experience, moving through the different spaces to finish all our tasks in order to proceed to the next room. No spoilers, but one of the room transitions was up there with the most fun we have had moving from room to room!! Even Al’s dad had a go, and judging by his smile – he absolutely loved it!

Whilst Z-Arts have pitched this as a family friendly escape (which it definitely is), we think puzzle lovers, both adults and children alike, will have an absolute blast playing The Library of Enchantment. We know from experience that central Manchester is not the *best* place to find escape rooms, so Z-Arts have created a very, very welcome addition to the escape room scene, and one we wholeheartedly recommend! 

 

 

The Verdict: A real hidden gem! 

If you like puzzles, you appreciate set design, and you want a challenge that will fill up the full hour slot for most teams, we would 100% recommend getting yourself to the Library of Enchantment!

You can book your session directly on Z-Art’s website, and tell them The Escape Roomer sent you!

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

Escape Boats: SOS & Convicts | Review

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

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

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

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

 

 

SOS

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

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

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

think boat?

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

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

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

Rating: 4/5

 

 

Convicts

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

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

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

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

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

Rating: 4/5

 

Accessibility

Minor spoilers

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

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

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

Location and overall verdict

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

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

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

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

 

The Complete Guide to Tulley’s Escape Rooms Sussex

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The Escape Room Adventures take you on a journey of discovery as you puzzle your way through the gameplay and unlock the many secrets within. The easiest room is Mutiny, our pirate-themed room, which is ideal for beginners, families, or a group with mixed experience. Our most challenging adventure room is Nethercott Manor – our haunted manor, which is a fast-paced challenge. We would recommend Dodge City, The Outfitters & our newest room SpellCraft for teams that have some previous escape room experience.

Date Played: December 2022
Number of Players: 5
Time Taken: ~40 Minutes each
Difficulty: Expert!

Tulley’s gained its reputation for being one of the best companies in the country a few years ago and has managed to retain it when many others failed to move with the times, or unfortunately closed due to the pandemic. It had long been on my to-do list, but I had been prevented from trying any of their 5 games for a number of factors – namely location, cost, and the necessity to have an expert team to even attempt the rooms!

Luckily for me, the stars aligned at Christmas (well, boxing day) last year – my parter was gifted the day as part of a brand deal, my mum happened to be visiting us (as it was Christmas) and had a car, making transport that much easier, and I had confirmed the availability of the final two members to make us up to a team of 5 experienced players! It may not have been most people’s choice for how to spend their boxing day, but for us it was magical…

Tulley’s has 5 rooms, ranging in theme and complexity, so this is really going to be a whistlestop tour! I also want to highlight their amazing GMs who looked after us throughout the day – Adam, Dan, Ellie, Ed, Jamie, and Tyler – and of course their boss – Sooty the cat.

 

Dodge City

Dodge City in 2127 remains a stronghold of the wild west. The constant tussle between the Sheriff and local gunslingers means there’s opportunity abound for some creative bank robbery for those with wits and courage. As a member of the Notorious ‘Barn Door’ Gang you’ve been caught by the local sheriff breaking into the bank. Locked away with little hope, hired by an unnamed outlaw and facing the ruthless justice of the old west you’re left with only one option. As the sun sets the race is on to break out, reclaim your supplies, pull off the bank job of the century and get out of Dodge City.

Dodge City was our first room…and one of their hardest! Immediately on entering it’s obvious how Tulley’s have earned their reputation – the set design is amazing and extremely immersive, and there are surprises throughout the game. Even as a hardened spotter of fake doors and moving bookshelves, I soon gave up trying to anticipate what was coming next.

This room started with one of my favorite tropes – being separated! We were placed in separate cells, and this obviously required good communication from our newly assembled team, as well as a neat form of contact between us. We then progressed to all things cowboy and outlaw related. I don’t want to give away too much, but the set design and theming were amazing and definitely felt like you were progressing through Dodge City as you progressed through the room. There was only one point in which we were truly stuck, and this was largely due to a breakdown in communication and confusion over who a hint was intended for. Otherwise, this room was one of the most fun rooms we did all day, with some unique puzzles I’ve not seen before (or seen used in a different way), really appealing to different skills. As a team of 5, we only made it out with 4 minutes to spare, which was a great way to get the adrenaline going for the rest of the day!

Rating: 4/5

 

The Outfitters

It’s 1926 here in Chicago, and depression is still rife. Jobs are few and far between and the Prohibition has been in force for six years now. Everyone still drinks, nothin’ has changed. But now the mob control the streets, the supply and the money. The influence of the Outfit is far-reaching. Most of the cops are even under their control. Who can put them in the joint? You can, that’s who. The Commissioner has put together a special task force of straight, trusted cops and you’re on the team. You’ve spent the last few months infiltrating their network and now tonight is the night to get the evidence you need to put them away forever. But it won’t be easy, your cover might be blown! Do you have what it takes?

The natural progression from ‘cowboy’ is ‘mobster’, right? We moved almost straight from the Wild West into a mafia front in Chicago. We entered into an unassuming tailors shop, before discovering all was not what it seemed… The use of space at Tulley’s continued to be a lovely surprise, although the set felt a little more tired and rough around the edges in this room. That’s not to say it wasn’t good though – hidden information was the name of the game for Outfitters (what more could you expect from Gangsters), with themed puzzles and ’20s mechanisms running the room.

In this room, there were a few moments where mechanisms didn’t trigger or triggered when they shouldn’t have, and we were much less active than we had been in Dodge, with only a couple of us solving puzzles at a time. We managed to escape with a respectable 19mins remaining and an eagerness to sink our teeth into the next one (after lunch). Although this wasn’t a bad room, I’d say it was fairly average, and if this was the only room we’d done…I would have been disappointed.

Rating: 3/5

 

Spellcraft

The SpellCraft twins, Evilinda & Spellinda, two witches, two paths, two shops, two worlds, two journeys, their two magical worlds collide, and you find yourself in the middle of their story. SpellCraft will take you on a magical adventure, you’ll need to work together, but in the end there’s always a battle, will you escape and who will win?

Our next room was the newest room at Tulley’s, and the room that has quickly become a favourite of most players (myself included) – Spellcraft! When I first heard it was a magic-themed room my reaction was probably similar to many other enthusiasts – “not another one!”, “How is this going to be any different from all the other magic rooms?” , “why do people love this so much? What’s so good about magic?”

However, it was unlike any magic room I’ve done before, and has truly earned its place at the top of many lists. Firstly, you can tell from the waiting area that the set and story are going to be completely different from any other magic room. There are no “wizard school” or 4 “magical houses” that happen to be primary colours…

Instead, we were once more split into teams – this time “good” and “evil” – and given wands, which stayed with us and were used throughout the game. We were also given cauldrons to collect/carry things with us, which was a nice touch I’ve not experienced anywhere else. Inside the room, the set design was once more delightful and surprising. The set is huge, but of course, you don’t realise this at first. However, there is a truly magical mechanism within the room and we were transported again and again to extremely different settings and places. There were a lot of fun puzzles here too – some familiar, others less so, and the climax of the room brings together the two teams in a fierce battle of good and evil, which we obviously won.

Overall, while I can’t remember (or didn’t see) quite a few of the puzzles the experience itself blew me out of the water with the magic and joy I felt. As a team of 5, we escaped with 16 minutes remaining, and I enjoyed every second. This is an amazing room, one of the best in the country I’d say, and makes me excited to see what they do next.

Rating: 5/5

 

Mutiny

It’s the year of our Lord 1672, and you be right in the height o’ the golden age o’ piracy… After years of sailin’ the high seas, you and your crew have succeeded in your fair share of ambushes, and as a result – your ship is teemin’ with bounty. Yet you’re still suffering beneath the cruel wrath o’ Captain Starling – a notoriously bloodthirsty buccaneer, and your shipmates have decided you all shall take matters into your own hands. After all… you fought for the gold, so the gold is yours for the taking, aye? Once the old seadog has retreated to his berth for the night, you make your move. Get in, get the treasure and get out. You won’t have long before he starts to stir – and Starling shows no mercy to ANY soul…

After that amazing experience we needed to calm down a little, so found ourselves upon a ship in the easiest room. This was again misleading – although our initial perception was that of every other pirate game I’ve played (as we solved it as such, by guessing digits in combination locks and skipping steps), once we were out of the cabin we had clearly been played.

As you might expect for a ship, this game required more physicality than others, but these were more to reveal/solve puzzles than being the puzzle itself. There was one particularly unique feature of this room, which was fun to build and use, but otherwise, this was your average pirate room, just more polished and better executed. Ultimately we escaped with 22 mins left, and we had fun doing so, but we were looking forwards to the final room.

Rating: 3/5

 

Nethercott Manor

The old manor house is entwined with local legend, the living don’t remember the Nethercott’s, the family’s hay day was long ago. Local folk talked, whispers were heard, rumours began, lights were seen within. The Nethercott’s are long gone but something remains, an essence, a smell, a feeling, it’s in the fabric, in the walls, under the floor boards … it ticks, it creeks … take a trip into the past, uncover the family’s many secrets and glimpse their fleeting souls?

Finally, the room that put Tulley’s on the map (for me at least) – their largest and hardest (I think), as I didn’t even see half of the room – more like 1/3! It was also the one I was most nervous before, being a massive wimp and this being a haunted house. Nevertheless, I couldn’t pass the experience up, so I steeled myself and forged ahead. 

The atmosphere is obvious from the start, finding ourselves outside the front door of an abandoned house, with an atmospheric soundtrack doing nothing to ease my nerves. The immediate puzzles were fairly easy, clearly luring us into a false sense of security before we entered the manor itself.  Once inside, the set is appropriately dimly lit (until you’re able to find the fuse box at least), with many old-fashioned items of decor and themed puzzles attached. This is also when you get your first taste of the spirits that haunt the house, and it became clear that I was an easy mark for the GM. 

How scary?

For those of you of a similar disposition to me, I will just reassure you that nothing physically jumps out at you, but there are a lot of loud noises, which the GM can, and will, trigger whenever they feel like – especially if you are an obvious target stood next to the item in question.

This first room had the most frustrating puzzle I’ve seen in any room…ever. We found out afterwards that even the GMs will struggle to complete it, so usually, they take pity on the players and allow them to bypass it (ourselves included). Usually, this type of time sink would annoy me, especially in a room as large as this, but we actually addressed most of the room at the same time as this ‘puzzle’, and the GM clearly knew the right time to give us a nudge that gave us a chance of solving it, without feeling frustrated.

From this point, we barely saw each of our teammates again until close to the end of the room. I found myself with my mum solving a series of logic puzzles while being terrorised by the GM ghost. We also encountered a smell test, which worked well given we were in the kitchen. From what we saw afterwards, our teammates were working through similarly well-themed puzzles for their respective rooms, across a large variety of skills. 

The final puzzles were once more of the deductive style (my favourite), before quite a fun/creepy ending (depending on your perspective). We managed to escape with 9.34 left, which is quite an achievement given they used to sell this as an 80-minute room, and I know many people who didn’t manage to escape! This was definitely a great way to end the day, and almost my favourite room.

Rating: 5/5

 

 

Overall experience

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

This is definitely a must-visit for any enthusiast. Although we could award this nearly all of our badges, we definitely think they’re most deserving of our “I believe” badge, for just how immersive and expansive their rooms were.

Accessibility

Minor spoilers

Audio – nearly all the rooms require some form of communication between players. Spellcraft, Nethercott and Dodge also featured audio puzzles/prompts, although not everyone will need to do these.

Vision – Nethercott, Mutiny and Outfitters all had fairly low lighting at points. Dodge required a small amount of colour identification, as did Nethercott and Outfitters.

Smell – Nethercott has a smell puzzle!

Spatial – In Dodge you start in a small cell, so if you have issues with space I recommend being the only person in yours. There are also some small spaces in Nethercott, Outfitters, Mutiny and Spellcraft, but none require all team members to enter. There are some smoke effects in Spellcraft, as well as Nethercott.

 

 

These rooms can be booked on the Tulleys website here

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.

EscapeSC: Break the Internet | Review

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Break the Internet Review | Congrats! Your company’s new social media site, Sincere Screen, is about to get a big update! Nothing could go wrong…right?

Date Played: February 2023
Time taken: 30 minutes
Number of Players: 4
Difficulty: Medium

Escape SC are easily one of the most unique groups of people out there crating escape games because… Well… They’re a university group! Damn, I wish we’d had something like this when I was at university.

As such, it’s always a little hard to talk about the “Escape SC” style, because it changes year on year when new students join the club, and other graduate (hopefully onto a very successful career in game design themselves). But what the group does do consistently is create one, sometimes two new digital games each year, and if there’s one thread uniting all of them, it’s that they’re really, really good.

 

 

Break the Internet

Their latest adventure is called “Break the Internet” and poses you, the player, as an unpaid intern for a website about to launch a big social media campaign. Except, the files are corrupted. Too bad your boss is on holiday and can’t remember her password to the laptop she’s saved all the correct imagery on. It’s up to you to fix everything. Find those photos, fix the issues, or risk your internship. So, no pressure, hey.

The story is light-hearted and contains more than a bit of tongue-in-cheek humour! We’ve all had a dreadful internship like this where your bosses think they can just shunt their problems onto your plate whilst they go off on holiday. I’ve no doubt the students at Escape SC are also creating from the typical student experience of sacrificing a lot to get into university, get the best grades, only to be given the most menial and needlessly stressful job ever. Yeah, I’ve been there too.

Sandwiched between a few other more ARG-like games, my regular team of Escaping the Closet (Al, Ash and Tasha) got together to give Break the Internet a go on a calm Monday evening. I’d just finished up with work moments earlier, and was excited to dive into my second shift internship at Sincere Screen. A call from my new boss? Sitting somewhere sunny and sipping a cocktail. Ugh, the audacity of some people. Haha.

 

Web-solutely Good Fun

In terms of gameplay and puzzles, Break the Internet differs in earlier games by the team such as Science Splice in that we found it a little bit shorter and a little bit easier – but no less fun. We really enjoy the humour and topics they cover, good puzzles are just the icing on the cake. You start at your boss’s desk trying to crack her password based on a number of clues. Then, once you get into the computer, you’ve got to search around for the files to find what you need.

As you can imagine, many of the puzzles revolve around computers – there’s search and find, there’s mathematical puzzles, and there’s a fun amount of interactive ones too. What can I say, I love drawing on the screen. Hidden among those puzzles were memes and gems from the early internet era, neatly tied in with a very realistic “file hunt” game mechanic we enjoyed a lot.

There’s a logical sense of progression and linearity, but at times that linearity is taken quite far. What I mean is, at any given time all of us were working on the same puzzle at the same time. This is part in the way the game is set up, but also in the way that when one person clicks something it redirects for every player. So all of us were, quite literally, on the same page. Without being able to have different players move around different screens at once, we resorted to using screenshots of information from one area to solve another puzzle, and in more moments than not, one person did the bulk of the clicking, whilst the rest of us watched patiently.

If this isn’t an issue for you, then you won’t be bothered by this – and for us, we were doing this room at a more leisurely pace than we normally would, so though unusual, we still found it fun.

 

 

Surfing the Bright and Colourful World Wide Web

One of the things we enjoyed the most about Break the Internet were the visuals. Quite simply, this is a really lovely looking game. There’s a lot of care and effort gone into making it pop, from 3D graphics to illustrations, to a bright and poppy internet interface. As with previous games, Escape SC do a lot with a platform like Telescape, typically used for converting physical escape rooms to a digital format, instead Escape SC take the genre of a play at home escape room and create fictional worlds packed with details. It’s a lot of fun.

The team have also gone to the extra effort of having video portions where you’re introduced to the characters of the game, setting the story and breaking up the puzzle solving chunks.

 

The Verdict

Break the Internet is a fun game. We completed it quite fast – but we still reckon you get a lot of value for your money with this one – at the time of writing, it costs $7 USD to play Break the Internet, but we were kindly provided with a code for free. It would be best played in a smaller group, perhaps even best played solo. Some of the earlier Escape SC games are no longer available, so whilst I don’t know what the team’s plans are for this one – it’s best to play it sooner than later!

 

Escape the Internet is a digital game and can be booked by heading to Escape SC’s website here.

Department of Magic: Prophecies Quest | Review

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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.

 

 

The Verdict

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!

 

Prophecies Quest can be booked at Department of Magic in Edinburgh.