This is paper guaranteed to be recycled – as a seasonal puzzle game! What can you do for the loved one in your life who likes solving problems, adores a challenge, or even thinks they are the smartest in the room?
Completion Time: 1 – 2 hours Date Played: November 2022 Party Size: 1 Difficulty: Moderate
Well, my first present is wrapped and waiting to be placed under the Christmas Tree. You know what that means? It’s beginning to look a lot like Christmas!
If you’re a regular reader, you’ll know Enigmailed is one of my favourite places for puzzles. From their individual games, wacky Kickstarter campaigns, to consistently fantastic Chocolateral series (puzzles, and chocolate? Um, yes please!). So, when I placed a large order before Christmas, I was surprised to find an extra goodie arrived in the package: A few sheets of wrapping paper.
In typical Enigmailed fashion, this is not ordinary wrapping paper. This wrapping paper is quite literally packed with puzzles. No, no, I don’t think you understand. Literally. Packed.
But with such excellent wrapping paper, I had to wrap equally excellent gifts up in it. So I suppose all those Chocolateral bars I’d just bought should probably now be sent off to friends instead of eating them all myself like a chocolate fiend… Ahh well!
Ho ho hope I can solve all these…
The first thing that struck me with each sheet of wrapping paper is how well the puzzles are laid out. Most wrapping papers print little pictures of snowmen or Christmas trees. This wrapping paper does as well, but hidden within each of those illustrations… A puzzle!
Some of the puzzles are spread out over multiple images hidden around and others are a little more self contained. For such a compact, A2 sheet of wrapping paper, there’s a lot of puzzle for your money. In fact, there are 12 puzzles to solve. They are:
The Hexagon Jigsaw
The Sphere String
The Buried Treasure
The Net Maze
The Tree Gift
The Michael Bauble
The Star Crossed
The Holly Wood
Once solved, each of these puzzles gives a single word answer: A festive word, for a festive wrapping paper.
In terms of difficulty… Listen, I always find Enigmailed games err on the harder side. However, this wrapping paper broke that rule slightly in that I found each individual puzzle fairly straightforward to crack. A few easy wins, and a few which took longer to think through. I didn’t do them all in one go, but I did solve most of them solo – all in all, maybe an hour’s worth of puzzling? Maybe a little longer? It’s a ‘game’ best played dipping in and out of and tackling when you need a break from eating Mince Pies and playing Christmas music.
My favourite of the puzzles was probably “Buried Treasure” or “Poppers”, which were functionally similar to solve – and the two I attempted first! Several others ramp up in difficulty, but as you progress you’ll begin to see patterns and understand how the game flows.
Reuse & Regift this Puzzle Wrapping Paper
The second thing I was struck by is what good quality the wrapping paper is! It arrives neatly folded in a protective sleeve, and each sheet is A2 in size and 115gsm silk paper in quality. The colours are bright and poppy – even more so than I’ve been able to capture in these photos, making it a perfect paper to use with yellow or black ribbon. The first gift I tried to wrap with it (a large board game) the paper came in a little too small. I could have used two sheets, but then I pivoted to something more appropriately sized so I could use the one sheet per gift.
The wrapping paper comes in sheets say, rather than a whole roll, as you’ll need to use the entire sheet to solve the puzzles – some details might be hidden elsewhere on the sheet, so if you cut a sheet in half you risk it becoming unusable. For that reason, pick a gift that uses one sheet in it’s entirety for the best puzzling effect for your recipient!
Then of course, the best thing about this? It’s totally reusable. The paper is such good quality it’s unlikely it’ll tear between gifts, and after wrapping, it folds back down into a neat stack to be popped in a cupboard and used again next year. Whilst I’m giving my sheets away this year, wrapping up a set of lovely puzzley presents for friends… I’m quietly hoping those friends will save the paper and wrap their own gifts up in it next year too. Perhaps the sheets will make their way back to me by this time next year, who knows.
Given the Christmas theme of the puzzles, this wrapping paper is only really good for Christmas – but it’s incredibly good value. For at least one, if not two hours worth of puzzling fun for yourself and for your lucky recipient, it’s well worth elevating a fairly normal gift into something extraordinary. With your order, you receive 3 sheets of high quality, brilliantly reusable A2 wrapping paper. Christmas mornings won’t quite be the same again, not least of all because I’ll be instating the rule “all puzzles must be solved before you can open your gift”. So better get puzzling before you hit the Bucks Fizz this year.
All in all, I am so excited to give gifts wrapped up in this wrapping paper as gifts. In fact, I’m more excited for them to see the wrapping paper than unwrap what is inside. No wrapping paper has ever made me feel that way about gift giving, and honestly? I think this wrapping paper will be a regular feature of my gift giving for years to come.
I’d recommend buying the wrapping paper as part of the Chocmas Lucky Dip bundle presently priced at £19.50. In this bundle, you get:
Three sheets of wrapping paper in a protective sleeve
The Space Academy Review: You will be aware of the huge achievements of NASA. The lesser known Scottish project, SASA, has been under development for 2 years. Built at Port Edgar Marina from sheet metal and Scottish girders. SPACE CADETS form an orderly queue, we are ready to blast off on our first training mission. Will you be brave enough to volunteer?
Completion Time: 40 minutes Date Played: 28th October 2022 Party Size: 3 + a dog Difficulty: Medium
You’ve all heard of NASA, now get ready for SASA. The Scottish version! *distant bagpipes playing*
The Space Academy is the newest game from Edinburgh based escape room company, Locked In. Locally regarded as one of the best in Edinburgh, if not the whole of Scotland, any new room opening is big news – and none quite as big newsy as Locked In. So, when my family came up to visit me in Scotland for a weekend I couldn’t wait to book.
Pre-Space Flight Checks
Now, a note on context. I LOVED this room. But I went in expecting I might not. It’s important to understand why, and therefore why my ‘this is excellent’ rating is so warranted.
Despite Locked In’s popularity, I’ll admit I was a little hesitant to book anything at Locked In. Mid lockdown, we were visiting family in Edinburgh and had a booking in place for a different room. This was the time of masks and disinfectant and covid. Whilst I can’t now remember if we’d actually caught covid or not on our trip to Edinburgh, we suddenly felt very, very unwell. It’s always better to cancel if you’re feeling under the weather. The last thing you want is to cough all over an escape room. But (understandably) since we gave less than 24 hours, we weren’t able to move the booking or receive a refund. And honestly? I get it. It’s a rough situation for both the business and the customer. But, since we lost the money at a time when we really couldn’t afford to lose money (I’m looking at you, Global Pandemic), the whole thing always left a bit of a bitter taste in my mouth. I’ve since moved to Edinburgh and we’ve played many rooms, but because of the whole situation, the games at Locked In were no longer at the top of my list.
I realise this was a mistake however, from the first moment we stepped into the room. Locked In absolutely deserves it’s top title and balancing out the universe – I don’t mind paying twice to finally get a chance to come and play there. After all, a policy is a policy, and the customer support we received (especially when trying to book in with our dog) was impeccable. We were made to feel incredibly welcome at every step of the visit, and they went above and beyond to accommodate us. My only regret? Not booking sooner! Locked In is a must visit.
To Infinity & Beyond!
Now, onto the juicy part. The Space Academy is a fantastic room at Locked In. Located at the back of the Summerhall building (enter through the main entrance, go to the courtyard at the back, and head to the back right hand corner). There your Games Master, in our case the enigmatic Alex, comes to greet you at your booking time and take you to the room.
In The Space Academy, you are a team of intrepid space explorers learning the ropes at a new space shuttle. It is of course an exercise in learning, so your invigilators have left plenty of clues of what to do. But your goal is simple, get the spacecraft off the ground. You are sorted into different roles. I took on the role of the Commander, whilst my other two players took on the Engineer and Navigator role respectively. Our dog Shovell got to be the Commander’s assistant, but he was anything but assisting!
From here, the first ‘twist’ comes when you first enter the room – so I won’t spoil it. Instead I’ll just say that from the moment the doors close behind you, you’re in the game. Exciting!
And what a game it is! Unlike other escape rooms at Locked In, this one relies more on technology than physical locks. You emerge into a room that looks straight out of a film set in space, with a large wall covered in buttons and levers and strange screens. Scattered throughout the spaces are clipboards, locked boxes, and other tantalising machinery that you just know you’ve got to get into. It’s a feast for the eyes and the hands. Not to mention it’s a non-linear flow too, meaning past the intro puzzle, you can tackle things in any order you like.
Teamwork Makes the Dream Work
In terms of gameplay, The Space Academy is all about teamwork. Seriously. We were able to book as a team of 3, not counting the dog, but realistically given the amount of content in there you’d want to play with at least 4 I reckon. For the puzzles that require four players (there are at least one!) your AI will help you override the missing person. But more than anything else, there’s a lot of puzzling to figure out. 4 heads are better than 3, or so the saying goes.
For much of the game, two halves of the same puzzle are split across different locations, so there’s also a strong element of teamwork needed there. We found ourselves passing objects and clipboards back and forth as we puzzled through, and splitting up across the space to solve things collaboratively. At some times you also need quick reflexes to perform actions at opposite ends of the spacecraft.
In terms of difficulty, we didn’t find the room to be too tricky. Between the three of us we’ve played a lot of escape rooms, and we were just shy of the leaderboard. I think had we not brought a dog along with us, we’d probably have done a lot better, but the dog needed plenty of cuddles to stop from barking. A dog friendly room yes, but perhaps our dog isn’t escape room friendly. He hadn’t the foggiest idea what was going on, but with so many fun flashing lights it was all so exciting.
Overall, I really enjoyed the room. I see now why Locked In has the reputation for being the best, or one of the best at least, in Edinburgh. We had a blast. And, after my family returned home from their holiday up to visit me in Scotland, they all agreed it was their favourite moment of the whole trip.
I’d recommend this game for pretty much everyone. Folks expecting locks and keys will be pleasantly surprised, and even escape room veterans will be delighted by some of the fun surprises in the game. Plus, the venue is dog friendly. Win, win.
A note on accessibility – apparently this room is wheelchair accessible, but between you and me I don’t see how. There is a strong element of climbing / physicality involved. There’s also several things which are high up, and a moment where you’d need to be able to move from a wheelchair into another seat quickly. I suppose it’s possible for someone with limited mobility to not take part in the climbing part and skip all those other bits, but they’d miss a lot of the game. As such I probably wouldn’t recommend it for someone with limited mobility, but as always – be sure to call the venue and check with them directly!
All in all, well deserving of it’s high rating, and a true hidden gem room.
A big shout out to our Games Master Alex for making us feel so welcome, and for Jackie for accommodating a last minute booking!
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.
Compendium UI-55 Review | A German U-boat named UI-55 was found in the river Thames. Have you and your team got what it takes to sneak aboard and retrieve all of Britain’s wealth before the German soldier’s return?
Date Played: March 2022 Number of Players: 2 Time Taken: ~50 Minutes Difficulty: Expert!
When we were planning our mini-break to the North we chose Manchester due to the escape rooms. I had heard such fantastic things about UI-55 that it was a bit of a no-brainer. This room has actually won multiple awards, and (spoiler alert) is one of the few rooms I’ve done that I think is well deserving of the hype!
All Aboard UI-55!
The premise of UI-55 is that you have discovered a German U-boat, hoarding plenty of British treasure, and you only have an hour to recover as much as possible. The first thing you’ll realise upon ‘boarding’ is just how massive this room is. For context, it fills an entire floor and is apparently the size of two normal escape rooms put together! However, if you’re worried that this looks like a big rectangle, don’t be! It’s very much structured as a submarine, with long corridors and windy passageways to traverse. I loved the general size, and the attention to detail in that every nook and cranny reads as ‘submarine’. I had great fun running up and down, as the puzzles absolutely cover the space, and you will need to get elements from each area to complete some.
The other thing to be aware of is the sheer amount of puzzles, especially given the 60-minute time. In a normal room, you might expect to complete 10-15. Here there are nearly 30 to complete alone, which each give you a task to complete and then a key to use to retrieve some loot (depending how quickly you locate the right locker). Luckily, you don’t need to complete all of the puzzles – from memory, you only need to complete 21 within the time, with a very clear (and very fun) indication of when you should really move into the final phase of the room (the loot grabbing).
As you might expect in a room with such a large variety of puzzles, they are all completely different with a fantastic variety. If one puzzle isn’t your forte (*side eyes the dexterity puzzle*) that’s ok! There is always another puzzle to do instead. Some of these puzzles are available upfront, some require you to complete others to gain the materials you need. It’s fairly obvious which bits go with which puzzles, and what you need to do. There are also clues scattered all over the place in the decor, and even some answers which are available to you right from the start! Completing a puzzle gives you a code, which you use to get some tokens, which are then used to gain keys, which are then used to unlock lockers. Luckily, as a duo the ‘gaining keys’ stage can be skipped, as I can see that this would take quite a bit of time, and personally, I feel is a step too far for any team.
I can only remember what a few of the puzzles were in the game, as I was very much running around like a headless chicken, completing one puzzle and then moving on, but I know I’d love to redo the room just to have the same experience again! I also know I only saw around half the puzzles, with my mum clearing half the sub by herself and me clearing the other half. If you or your teammates are the sorts of people who want to know what everyone has done so far or how they’ve reached their conclusions…this is not the room for you. We had to trust that we each had a grip on what we were doing and that we would call for help if needed, or if there was a puzzle we couldn’t figure out. Even when it came to the co-op puzzles we were so aware of the time we just trusted each other’s instincts, and if we ever found objects we weren’t sure of we checked in with each other to see if they had an idea. Honestly, it’s probably the best teamwork we’ve ever had as we didn’t have time to argue!
Normally I would talk about flow, but honestly here there is so much to do in so little time we were never stuck, bored or frustrated. The team are so slick with their clues too – they know exactly when to give us a nudge, what sort of nudge we needed and clearly could tell what we were each working on.
This room is also an example of my favourite type of room – the type where you don’t need to 100% complete it, but if you have the time and skill you can. This meant we were determined to grab all the loot, so really pushed the time at the end to get all the lockers unlocked and money in the bags.
I could go on and on about this room, but it’s honestly the best room I’ve ever played, and I could easily go and replay it (especially as I know there are a lot of puzzles I didn’t even see the first time!).
As I mentioned in my previous review for the other Compendium rooms, there are some steep stairs to reach the room. However, there are chairs to sit on inside the room itself. It’s a bit dim in places, with lots of reading and colour requirements. There are a couple of puzzles requiring hearing, and some requiring dexterity. No crawling in this one though! You should also be fine if you’re concerned about claustrophobia, as although this was set on a submarine it was actually pretty spacious.
This is a short review because the verdict is simple. This is a must-play room, and we are awarding it our highest award; The Badge of Honour.
I’ve played many of the top rooms in the TERPECA and ‘Escape the review’ lists, but this is hands down my favourite. It’s going to be a long time before this gets knocked out of number one for me!
Welcome to Phantom Peak, known far and wide as the Venice of the West! In this fully-realised steampunk mining town, nothing is what it seems… What is hiding in the vestiges of the mines? What does the charismatic founder of corporate JONACO really seek in this sleepy town? Was the Blimp Crash really just an accident? Dine, shop, play games, go sightseeing, collect clues… explore the town and uncover its mysteries at your own pace for up to five hours in an immersive open-world adventure the likes of which you’ve never seen before!
Time spent: 5 hours
Date Visited: August 2022
Party Size: 4
Mysteries solved: 7
First of all, an important note! I am not an immersive theatre fan. I have only been to one other Immersive Theatre show in London, and in general, I tend to steer away from anything immersive – I even hate live actors in escape rooms! Therefore this review is from my perspective, as a lover of escape rooms and mysteries, rather than immersive theatre. Keep an eye on our site though, as we will be sure to update this with the review from our resident immersive theatre lovers once they have had a chance to visit!
If you’ve become immersed in the Escape Room Industry at all you’ve probably heard the name “Nick Moran” crop up a few times. Nick is the genius behind “Sherlock: The game is now”, Hackers’ new rooms, and “Spectre & Vox”. Now he joins the creative team behind “Phantom Peak”, so we knew this was easily going to be one of the most mysterious immersive experiences in London, hopefully with the emphasis placed on the mysteries rather than the immersion!
So what is Phantom Peak? Phantom Peak is a cowboy / steampunk town that has recently opened in East London. On one hand, you can go and enjoy the food, drinks and various games around town. However, for the more curious amongst us, there are (currently) 16 different mysteries occurring in this small town, with many more set to come as the town expands in the future.
Entering Phantom Peak
The first thing to acknowledge is that, from the outside, Phantom Peak doesn’t look like much. Based a short walk from Canada Water station we found ourselves in a rather dusty car park, looking at a wooden fence. However, just before our entry time (11am) a couple of “townspeople” came out (including Nick himself) to give a bit more of an explanation of what to expect inside the town, and get us set up on our phones (which are crucial for this). We then answered a few questions to get our first trail assigned, and we were ready!
Unfortunately, rather than the nice, large double doors you see here, we were let in the smaller side door, which meant there was a bit of a backlog going in. However, once we were in our expectations were definitely met – we were presented with a real life “boardwalk” from the Wild West, leading to a lake, and even a cave. The set design is beautiful and fully realized, with no half-finished sets or rough finishes. There are so many big and small features of the town, it’s so worth just taking some time to look around. The attention to detail is fantastic, and due to the number of mysteries, you never know if or when something will be relevant! It lead to quite a few fun moments when we finally realised what a certain poster was alluding to, or immediately knew where to go next because we’d noticed something previously. The costumes that the cast were wearing were so beautiful without being over the top, and I also loved that a lot of the guests had also committed to the Wild West steampunk vibe – I’ll definitely need to make more effort next time!
Starting off on the right foot
As mentioned, a lot of Phantom Peak relies on following a mystery on your phone. You answer a few questions, get given the name of your trail, your initial story point, and a place to start and you’re off! These trails make use of the whole of the town, moving back and forth and venturing into a variety of locals. Luckily the people of the town tend to stick to their zones (whether that’s propping up the bar, running their store, or canvassing for votes), so once you know who’s who it’s easy to find them.
To unravel the mystery you will need to talk to a range of characters, utilise the various machines around town, and even do a bit of subtle sleuthing. I also want to give a shout out the gender neutrality of the names – the logical side of me knows this is so that actors can be switched in and out for the same character (which also shows how talented these actors are), but the liberal side of me is excited that at no point do you know whether the character you’re searching for is a man or woman, and even the titles are all gender neutral (‘post-person’, ‘supervisor’).
At one point I was scolded by the Saloon owner for saying I loved a ‘lady boss’, and she quite rightly told me it was just ‘boss’, no need to qualify it or bring gender into it! It was points like this that shows how brilliant the actors were – I really enjoyed talking to them, having fun with them, and have proper conversations with them that made it clear they weren’t just following a script. This aspect made them really feel like fully rounded characters.
It would’ve been nice if things you discovered in one trail (or ways you interacted) carried throughout the day, as at points we finish one trail and discover some sort of big twist, but 5 minutes later we’d talk to the same character and it would be as if it never happened. However, with such a large crowd I understand why this may have been a little challenging.
However we did find the phone aspect a little too hand-holdy in parts, particularly where the casts and clues were giving us some clear directions to follow, only to realise we had a few more questions to answer in the phone before we got to that point. However, it was also a nice safety net so we weren’t totally in the dark at any point, and the townsfolk were all very knowledgeable and ready to lend a clue if needed.
The Puzzle Posse
At this point, I need to talk about the mysteries themselves, because oh my word they were so much fun! If you are thinking the mysteries will just be about missing hats and rogue bandits you’re so wrong (mostly), and even the ones that started quite meekly had an interesting twist. There’s also one facet of every story that will appear quite quickly, and I absolutely loved this part of the town lore. I don’t want to ruin the surprise, but let’s just say the town has a clear mascot, which I adored and found so creative. The way it features in each story and throughout the town was so much fun and so creative.
The mysteries themselves weren’t that hard – for the most part, they involved talking to a townsperson, using one of the machines to find some information, or finding a hidden clue on a poster or in a certain location (which we were mostly guided towards). I would say don’t come into this expecting complex puzzles and the need to be Sherlock Holmes, but that’s ok! It wasn’t until we were discussing our experience for this review that we realised we didn’t really ‘solve’ all that much, but somehow we hadn’t noticed at the time because we were having so much fun. The story building was also thorough and immersive – we always knew why we were going somewhere, and what we were meant to be doing next.
In the end, we managed 7 trails, out of a possible 16 (so far). I’m not sure how you’d get over 8 (due to the nature of the questions), but apparently, I’m metagaming here, as I know some people managed 11 during the 5-hour slot! This included taking plenty of breaks for delicious food, necessary water, and of course a romantic (?) boat ride. You receive a souvenir at the end of each trail, but other than being a keepsake these didn’t appear to have been used for anything. I’d love to see these used for something in the future, or even have some form of souvenir ‘guidebook’ you could purchase to store them in (and therefore see all the uncompleted trails you have yet to do!). I’d also love some sort of specific souvenir to display on your person (such as a badge) so that as you wander around you can see what other people have done, and it might also give the characters more material to play with.
In terms of the machines, they were all fun and easy to use, but by the 3rd or 4th time using them the shine wore off a little. I think this could easily be solved by just not saying which machine needed to be used – we became familiar with what number of letters/numbers led to each machine fairly quickly, and then that would have added a small amount of puzzle solving to the puzzle instead. Either that or potentially making them a little more complex to use. In fact, it might have been nice to have some more complex trails to do – we did one that could potentially be called ‘adult’, but I think it would’ve been easy enough to tone down the content for a family.
Mystery trails aside, there was clearly a larger mystery at work in the town. We worked out enough (from the wider lore and stories) that something was a miss, but never worked out the overall mystery or how to solve it. I absolutely love this. There’s clearly a lot of wider lore that is dropped into each mystery if you pay attention, and many conversations to have. I’m not sure if there’s much ‘hidden’ around the town that wasn’t part of one of the 16 trails, but then again I wasn’t looking for anything in particular.
Rooting and Tooting
Of course, there is plenty more to do here when you want a break from a puzzle (especially as the time slots are 5 hours). There are 3 food stores (4 including Gelato) as well as a couple of bars. We tried the burgers, chips, and tacos and they were all absolutely delicious. I also have a ‘beer float’ from the Gelato stand, which was perfect on such a hot day.
As well as food and drink, there’s also a variety of fun carnival games, which are harder than they look, and you’ll need to beat 3 of them to become a real citizen of the town. Unfortunately, I only managed to earn one rosette, so I have no clue what happens when you have all three!
There are also a couple of events that only happen at a certain time, likely to give everyone a chance to explore the town a bit more first. I only took advantage of one of these, but will be sure to do the other next time! You can also browse the variety of shops for your variety of needs (and walk away with some nice souvenirs). The town itself was also completely accessible – everywhere was flat, which ramps up and down where necessary. We didn’t use any stairs and believe all the doorways were wide enough for a wheelchair. We were there for 5 hours, which was actually the perfect amount of time. I was personally getting a bit frustrated by my non-enthusiast friends who were taking lots of breaks, and definitely flagging by the end, but I admit I probably wouldn’t have wanted to stay much longer.
This town ain’t big enough…
I absolutely loved our time, and I will absolutely be returning, but there were definitely a few niggles here and there which will hopefully be ironed out as the experience expands. For a start, we heavily relied on my phone, which meant the battery ran down quickly. Luckily I had packed a portable charger, but even then I was down to 30% when we left. For such a phone-heavy experience, I was surprised by the lack of charging stations in the town – I can imagine some rentable power packs would be a big hit here!
The walkways are also quite narrow, so we often found ourselves walking slow behind a queue of people, or waiting a while to get into a shop. This died down at certain points throughout the day (down to events, food breaks, or just people leaving), but it was definitely a bit harder at the start. Staggered start times would solve this, but then of course it would be hard to monitor when people’s 5 hours were up. In a similar vein, there were times we were essentially following another couple doing the same trail, either waiting for them to finish their conversation with a character so we could have the same one, or just listening in. Sometimes this was fine, due to the occasional puzzle that needed some time to solve, but otherwise, we got into the groove of using those moments to grab another drink rather than following on their tail. I’m not sure what the plan is for the expansion, but I’d love to see some bigger areas, perhaps with new characters to talk to and new machines to use!
What’s the verdict?
This is hands down my favourite experience I’ve done in London. I’d even go so far as to say I’d rather come back here than go to another London escape room. At less than £40 for a ticket, which covers 5 hours, it’s a real steal on price too!
You can be as immersed as you want to, but the characters don’t necessarily approach you or force you to put on an accent if you don’t want to, which was great for my friends who were less sold on this aspect. The mysteries were just really fun stories, and although the puzzles weren’t that complex I don’t think you’d be disappointed because so much else is going on.
I will be recommending this to anyone and everyone, and cannot wait to return to Phantom Peak.
Tickets for Phantom Peak can be booked on their website
Please, Don’t Touch Anything VR Review | Covering for a colleague taking a bathroom break, you find yourself in front of a mysterious console with a green screen monitor showing a pixelated live image of an unknown city. Also present is an ominous red button with the simple instruction to not touch anything! Push the red button once or press it many times. Your choices and actions will lead to outrageous consequences and over 30 unique puzzle endings.
Developer: Four Squares, BulkyPix Date Played: June 2022 Console: Oculus Number of Players: 1 Time Taken: ~2 hours
Every time I saw a warning on this game that read “Not for the faint hearted” I thought “Hah! How bad can this be?! It’s just a game where you’re sitting in front of a console pressing buttons.” Then I found myself worshipping Satan, being scared out my mind by demon standing behind me, and watching the human race get wiped out… Repeatedly.
That said, I still wouldn’t describe it as a horror game. I’d describe it as a fixed perspective escape room game. Which is a fancy say of saying “button pushing simulator”. It’s just you and the console, and a lot of different outcomes. Where most escape rooms just have one (you escape), this has multiple. But the idea is the same, you’re solving puzzles and performing actions in a small 2x2m room to achieve them all. And let me just say… It was some of the most fun I’ve had in VR in a long time!
About Please, Don’t Touch Anything
The original “Please Don’t Touch Anything” was a short pixel art game released by a Russian indie studio Four Squares for PC way back in 2015. It received a large amount of praise and the studio, in collaboration with Escalation Studios then went on to release a 3D version of the experience just a year later with virtual reality support. Later the game was launched on Nintendo Switch, and has continued to be met with praise for many years since.
Skip forward to 2022, and I’m idly scrolling through the Oculus store with a 30% off voucher in hand looking for a new title to try out. I wanted something short, fun, puzzley, a little bit creepy. After punching those filters into the search engine, there was one title that kept coming back to me: Please, Don’t Touch Anything. Well, of course I wanted to immediately touch it.
“I’ll be right back, don’t touch anything!”
The game begins with you in a small room with a large console in front of you. Your colleague appears at the door and says he’s popping out for a quick bathroom break and for the love of god, he implores you not to touch anything on the console. With a wave, he’s gone. It’s just you and the room. Oh, and a giant red button.
Amusingly, on my first playthrough I didn’t touch anything. My colleague appeared back from the bathroom and thanked me for being so diligent, and the game ended. I was immediately respawned into the room and it begun again. This time, I hit the big red button and triggered a nuclear apocalypse…
So far so good.
If you can tell from that brief description, Please, Don’t Touch Anything is a game of many many endings. Thirty endings to be exact. It’s best played with no expectations – you walk in, you press buttons, or you don’t, and you get a curious ending. The game restarts and you’re immediately hooked on a need to uncover every single one. What happens if you push this button? How do you get the hammer? Is that a UV blacklight? With each playthrough a new facet of the world reveals itself. How will you destroy civilisation this time? Or will you simply press a switch 50 times and nothing will happen. Perhaps you’ll make it your mission to clean up this (very messy) room. All valid game choices all with unique endings.
It’s also a game packed with many pop culture references. From TV, from films, and from other video games. Delightful nods to puzzlers past and some very creepy moments I’d only seen on the silver screen suddenly brought to live in VR. I love it!
Button Pushing Simulator Now in VR!
If you’re familiar with the original 2D version, there are enough changes in the VR/3D version to make the game feel innovative and fresh. Endings are different and things have been added. For the whole part, it’s a game that works well in both 2D and 3D but as a big fan of virtual reality I think it works really, really well in this medium. For starters, you’re pushing buttons and toggling switches and this feels extra immersive in virtual reality. Want to pick something up? You can simply bend down in real life and pick it up and manipulate it in real life.
In terms of controls, it’s not perfect, but that’s to be expected for an early VR experience. My hands in the game didn’t always move to where I wanted them to be and I found it was often quite tricky to stretch over objects and reach things. For the best gameplay, you need a large space to play in at home so that you can move around freely. You can play this standing up or sitting down. It might be slightly more immersive (and easy on your legs) to sit down, but I played it largely standing up. If you don’t have a large space, you can stay rooted to one spot and use the in-game mechanic to teleport around fairly easily too. No motion sickness here!
Where are the Puzzles?
Like any good puzzle game the primary ‘puzzle’ is figuring out what to do. Then figuring out how to do it to get the output you want. For sure, there are plenty of ‘classic’ puzzle mechanics the escape room enthusiast will recognise, like Morse Code or binary inputs, but it’s largely a game of sequence memorizing and inputting a variety of data pieces into your console creatively. You might find a 4 digit code on one playthrough that you suddenly remember 10 playthroughs later and input it. You might spot a symbol which ends up being a map to guide you around a grid of buttons. There are a few ciphers, and some very fun uses of black-light, and so on and so on.
In short, I think it’s a fantastic game for the escape room enthusiast to play. It’ll push everything you know about solving escape rooms to the limit, and then some. A unique game that doesn’t quit fit into any category box, but definitely one I think you, dear reader, will enjoy. Puzzles a-plenty.
I really, really enjoyed playing Please, Don’t Touch Anything. It’s tongue in cheek humour was the perfect setting for a quirky little puzzle game like this. When writing about any VR game I like to consider whether such an experience would be possible in any other medium other than VR. There’s nothing in it that wouldn’t necessarily be possible in another medium – the example being that it’s also available as a non-VR title, but it’s so much better in VR.
I’d not hesitate to recommend this to any other escape room enthusiast and I think it’s got a rightful place in the Oculus catalogue as a game puzzle fans should definitely check out.
Edinburgh Treasure Hunts Review | Arthur Conan Doyle has left you a letter. Not just a letter! A challenging puzzle that could reveal to you the secret behind his famous character: Sherlock Holmes. That is, if you prove to be a puzzle-solving mastermind first.
Completion Time: ~3 hours Date Played: 16th July 2022 Party Size: 3 Location: Edinburgh New Town > Edinburgh West End Difficulty: Moderate
I’ve lived in Edinburgh for over 12 years, so you’d think I’d have explored the whole city by now, right?! Wrong!
It turns out treasure hunts are now my favourite way to discover the hidden secrets of your surroundings – and you get to do it whilst solving puzzles and getting some steps in! The games from Edinburgh Treasure Hunts are the highest rated hunts in Edinburgh, and I’d like to tell you why this is a spot they deserve.
The brains behind the operation is the incredible Sabi, company director, game designer and Edinburgh tour guide. Their knowledge and passion shone through when we met them outside the Conan Doyle pub, gazing over at the street where the creator of Sherlock Holmes Arthur Conan Doyle was born. It was an apt setting for the journey ahead of us, and hearing some of the history of a street I walk by weekly was an exciting start.
Team Escape Roomer takes on Sherlock’s Challenge
Out task was to channel Sherlock Holmes and master the power of deduction to find the secret that lies behind his character. To do this, we were handed a locked backpack, a beautifully illustrated map and a mysterious letter from beyond the grave. You’d better believe spooky voices were used to narrate the tale! We were then left to solve the first puzzle, and our walking adventure begins!
Now, it was 9am so it did take a while for our brains to wake up and figure out the first challenge – but once we clocked it we were on our way to unlocking the backpack and discovering the next puzzle, all of which are hidden in various containers. Once you’ve solved a puzzle, you’ll be directed by the clues to your next location. The game was really easy to navigate due to the numbered clues and the fact that certain items weren’t unlocked until they were needed for the puzzle in front of you.
Help! We Need a Hint!
Am I going to continue blaming the fact I’m not an early riser for my slow puzzle solving skills that morning? Probably. But we did get super stuck. There was an amazing moment when we realised half of what we had to do, yet we still completely overthought to the point we were googling different cypher types. We should add that Google is not needed at any point in the game.
Lucky for us, this meant we got to experience the hint system which was me calling Sabi and sheepishly asking for help. My biggest tip for this hunt is
Easier said than done though, so we got a response immediately, and proceeded to kick ourselves to the next clue.
Once You Have Eliminated the Impossible…
In terms of puzzles, there were 2 styles of padlock to unlock: The familiar 4 digit combination and a date lock which I’d never seen before!
The puzzles were a really nice mix which tested everything from your observational skills to decoding hidden messages. My favourite involved a few steps to find a particular piece of text in your surroundings and use that to unlock some cyphered text. I also loved the navigational aspect, it encouraged you to spot things you wouldn’t have thought to look at otherwise. Overall, they were quite difficult, so I recommend that if doing this with a family to take slightly older kids, 13+ I’d say would keep the game enjoyable for everyone. For a game aimed at a much younger audience, definitely try out Edinburgh Treasure Hunts’ other trail, Fantastic Creatures.
The Case of the Final Problem
I loved the location of the end of the game. It felt like everything came together really nicely and you discover some really interesting history about the story of Sherlock Holmes. There’s a really nice touch which I imagine is quite satisfying by the end of the day. You’re then directed to a safe place to drop the backpack near the end location and the centre of town so you can rest your legs and debrief!
I will say, it’s quite the walk and towards the end we clambered up a big hill.
In the end, we took just over three hours to complete the game (but we did stop for a cold drink as it was so warm!)
It’s almost Fringe time!
The festival is almost upon us, and we’re all ready to grab our highlighters and circle our top picks of the programme – Sherlock’s Secret Challenge should be one of them! Why? The City of Edinburgh is your venue, and you’re in charge of making sure the story unfolds. If you’re visiting Edinburgh for the Fringe, I’d really recommend taking half a day to pop on your deerstalker to take a stroll and discover some hidden gems.
Wolf Escape Games: Hallows Hill Review | Can you solve all of the puzzles and unlock the dark secrets of Hallows Hill? Gather your team and play at home or over video chat!
Date Played: May 2022 Time Taken: 63 minutes Number of Players: 4 Difficulty: Medium
Sometimes I play digital play-at-home escape rooms and I finish them thinking “wow, why wasn’t this made into an actual video game?!”. That’s not to say video games are anything ‘better’ or something designers should strive to create. Far from it. It’s just every single thing about Hallows Hill looked and played like a video game I’d expect to find on PC or on console. When they describe their game as “cinematic”, they’re not wrong…
From the beautiful 3D sets, to the point-and-click style of adventure with stylish cutscenes between it, to the music, the high fidelity, and general high budget feel of Hallows Hill, I was super impressed. In fact, it’s a wonder that Wolf Escape Games has completely flown under the radar as much as it has. We’d heard of it, because we make it our mission to hear about and play as many escape rooms as we possibly can. But by and large since the game launched in 2021 it hasn’t got the attention I think it deserved. So, lets go onto why!
About Hallows Hill
If you like ghost stories, you’ll love Hallows Hill. With a slight “choose your own adventure” twist, you find yourself plunged into an eerie mystery set in the old Hallows Hill household after, in our case, a patient under our care went missing. We chose this option, so I’m not sure if everyone will have the same reason to have to go and explore the old and clearly haunted house, but for whichever reason, you find yourself standing on the creaky porch of a dilapidated building. Your goal: Get in and get out quickly!
Throughout the way we were anchored to another character by a slick text-message interface. Harriet took the role of gentle GM, an automated series of messages that provides guidance and eggs you on through scarier moments. There were plenty of those, and plenty more where I was like “damn this job isn’t worth it lets just leave guys and find a new job”, but nope, on we ventured through the creaky house.
The further and further you go, the more restless the spirits become. Before long a mystery begins to unravel before your eyes over a series of ‘chapters’. A ghost story, a tale of children from decades ago, and a mysterious fire. But to achieve our goals (in our case, recover our patient), we had to push on.
Follow the Leader
The game has an unusual setup in that the leader must share their screen and other players can play along second-hand. We’re not the biggest fans of this style of gameplay as it always leaves one person feeling like they’re doing everything and everyone else more like passive observers. Without the freedom to click around yourself, it’s difficult to be as fully engaged with the person hosting. This time round, I was the ‘host’.
Mostly, it worked well. The technology was fairly seamless and anything I discovered on my screen would immediately populate into my team mates “backpacks” to take a closer look at. Occasionally there’d be a puzzle or two which only I could do. For example, a jigsaw. At these moments my team mates either watched me rapidly solving on screen, or moved on with a different puzzle. In another moment, a sound puzzle could only be controlled by me and the sound-sharing didn’t work as well as it might have done meaning it was a lot harder to solve than it might have been. But really those two things were just details in an otherwise smooth and logical puzzling experience.
One thing Hallows Hill did do really well was interweave the story into the puzzles. I love it when I see good Game Design done well like this! The solutions to puzzles told us about the characters and the ghostly happenings occurring in the building. It wasn’t the kind of game you could ignore the story in. The story was fundamental to the experience and handled very well.
Cinematic Level Graphic Design
Another thing Hallows Hill did really well was that ‘cinematic feel’. I literally cannot emphasise this enough, this game was absolutely beautiful. Maybe the most beautiful non-video game digital game I’ve ever played, and heck I’ve played a lot. The team really outdid themselves on the beautiful set design, atmospheric effects, music and cut-scenes. From the start to the finish I felt utterly immersed and seriously impressed.
For this reason we’ve decided to award Hallows Hill the Diamond Badge. This badge is awarded to games that were visually stunning and it’s a no brainer. *chefs kiss* for gorgeous set design. If this were a video game company and you told me it was a triple-A studio, I’d not be surprised in the slightest.
We had a lot of fun playing Hallows Hill and the best part? We finished 18th on the global leader board. Yay! I’ll take that with pride! We used one hint on a puzzle that indeed seems to stump most people judging by reading other reviews. It was a classic sound puzzle, and I’ll take the hit on that one – I’m just not that great with sound puzzles.
Now it is technically a scary game. Think spooky ghosts and eerie moments of tension. But even if you’re no good with frights, I’d still encourage you to try Hallows Hill out. There are no jump scares and it’s well worth it for the visuals and graphic fidelity alone. From fun puzzles to an immersive atmosphere, Wolf Escape Games have totally outdone themselves and I’m now eagerly awaiting to see if they’ll create any more games.
Nightjar Review: An anxious mind, struggling to sleep, listens to the crepuscular call of birds as their insomnia continues to plague them. Will this innocuous jar filled with secrets be the key to escaping their torment?
Date Played: February 2022 Time Taken: ~40 minutes Number of Players: 1 Difficulty: Hard
Nightjar is my personal holy grail of the escape room-in-a-box world and that makes it incredibly tricky to write a review for it. My brain is saying “lets be analytical and explain to our dear readers what the game is all about” and my heart is screaming in excitement that I actually own a copy sitting on my desk in pride of place. I imagine if I ever achieve my dream of getting hold of Tale of Ord (not likely) it’ll be much the same way.
Enigmailed’s Nightjar – A Rare Puzzle Game
Nightjar is a small boxed puzzle game, possibly the world’s smallest, as it fits entirely into a small jar around 10x10x10cm. There were only around ~55 copies ever made. The first batch was a part of the annual puzzle game Secret Santa group, where game designers from all around the world are tasked with creating a mystery game for another recipient around the world. Nightjar became something of a cult project thanks to a podcast series the game’s creator, Step of Enigmailed, made to document the game design process. The game was available as a bonus, extremely limited add-on in follow-up Kickstarter, Pouroboros. The game then later cropped up in a charity auction, selling for £110. Then, for a final time 50 or so extra copies were released mysteriously in a ‘blind game drop’ under the name EASTWOOD on April 1st, 2022. Nobody knew that Nightjar would be one of the two games released (the other is ‘Mangetout’ which I sadly haven’t played but definitely will and review soon. Shout out to my chaotic life for making it as yet impossible). Despite the hush-hush around what the games would be, the mystery drop release sold out very quickly. There goes the final batch of Nightjar… For now! A moment’s silence please.
So, that’s a long roundabout way of saying it’s a rare game and for me, a very very coveted one. If my apartment was on fire, I’d run past all my photo albums and holiday trinkets and make sure Nightjar got out safely first. As far as I’m aware, the creator has plans to make just a few more copies which will be released in similarly mysterious fashion. But for the most part, Enigmailed have moved on to other (very exciting) projects.
The second thing to note about Nightjar that adds to it’s rarity is that it is single-play. Almost every component in the game is destroyed, making it impossible to replay. Believe me, I tried to be extra careful. There’s also no reset pack. So of those ~55 copies ever made. Let’s say 90% of them were played. Which leaves… A very small number of this game out in the wild. Oof, my heart aches! I haven’t yet seen any of these games go up for sale, but I’ve no doubt whichever seller does will fetch a high price. But don’t do that. Keep it. Putting all the rarity and speculation aside, Nightjar was a genuinely very fun game and if anyone has a copy I’d encourage them to play it, enjoy it, and let it live on in your memory. Besides, you’ll have the jar to keep as a memento, like I have.
So, the history of Nightjar out of the way… Tell me about the game!
From Dusk to Dawn
If you didn’t know Nightjar was a puzzle game, you’d never be able to tell.
Your first impressions would be “oh, this is a jar of marmite”.
Then you’d realise something was up, you’d open it, and think “oh, this is a jar of sleep-aid things”.
Then you’d move on with your life and never realise just how brilliant the combination of objects hidden within the jar are. Yes, yes, they are just sleep aid things. But in true Enigmailed fashion there’s a riddle, inside an enigma, wrapped in a mystery locked inside. I won’t give any spoilers as to exactly what can be found inside except to say it’s a small medley of things you might turn to if you were having difficulty sleeping. You might dim the lights and pour yourself a cup of tea, you might try to block out the world outside, and you might use some nice smells to help you drift off. You might do anyway. Might… Might… Might.
In terms of quality, Nightjar is handmade in very small batches, so there’s a lot of attention to detail and care gone into the game. There’s a mix of real-life objects modified to suit the puzzle game, and further materials which are handmade or printed from scratch.
Falling Asleep is the Yeast of Your Problems…
The gameplay of the game is such that you can start with any object inside the jar and each object will lead to the next, and the next, and so on. It’s a puzzle loop that, when solved correctly, should bring you full circle over the course of 30 – 60 minutes.
It’s a quiet, introspective game best played in a team of 1. Probably also best played in the evening before drifting off to sleep yourself. But that’s not to say the puzzles were easy. Far from it, in fact! I always seem to find Enigmailed puzzle games on the harder side. I don’t know if that’s just me, or if they genuinely are. Cut to several years worth of playing them and I finally think I’m beginning to understand what type of answers the puzzles are looking for – and yet I still spent a good amount of time puzzling and wracking my brain over a few. At the time of writing there wasn’t a clue system (this may have changed), but Step was on hand to offer a little nudge if I needed it.
Above anything else, from the moment I opened up the jar to the very final puzzle I solved, Nightjar captured my imagination. It’s ability to set such a powerful theme, tell such a lovely story, and engross me with some brilliant fun puzzles with such a tiny number of materials squeezed into such a small jar is second to none. Yes, I had to use a magnifying glass a few times, but it was well worth it.
Normally at this time in a review I’d talk about who we recommend this game for and where it can be purchased, but with Nightjar that’s a little tricky. Firstly, I’d recommend it for everyone. Secondly, if you want a copy, you’ll have to try to convince Step to make you one, or scour the various Facebook forums for anyone selling theirs. Good luck in your quest, it’s well worth the reward at the end.
If you’re interested in getting into Game Design, Nightjar and it’s associated podcast are a 101 on fantastic game design, thinking outside the box, and creating puzzles out of unexpected everyday objects. As a game designer myself, if I ever create a game that is 1/10th as good as Nightjar, then I’ll consider my life a success. A round of applause for Step and Enigmailed. But even if you don’t play Nightjar, give the podcast a listen and subscribe to Enigmailed’s newsletter anyway. They’re both brilliant and will both give an insight into the weird and wonderful mind of the creators of this game.
The Detective’s Office (Point-and-Click) Review | In 1951, Private Investigator Rick Murphy was investigating a case involving a stolen priceless necklace. Suddenly, Rick vanished without a trace. Step into his office and uncover what happened to him.
Date Played: May 2022 Number of Players: 4 Time Taken: 41 minutes Difficulty: Medium
Even though the world has pretty much returned back to ‘normal’ when it comes to going in person and playing physical escape rooms, I get a little excited when a company located somewhere all the way on the other side of the world releases a new digital escape game. Even better when it’s Mystery Mansion Regina (a company we already absolutely love), and a physical room that’s well-loved by enthusiasts in Canada. For that brief hour at my computer screen with Al, Ash and Tasha, we get to be transported into the physical location in Regina, ready to help crack an old cold case, a stolen necklace, and a vanished private investigator. I love it!
Photo (c) Mystery Mansion Regina
About The Detective’s Office
The Detectives Office is actually a prequel to another in-person game at Mystery Mansion Regina: The Adventurer’s Club, and is also based at their brick and mortar site in Regina. Usually for 6-8 players max, the online version is built with Telescape and allows you to host up to 10 players, or even more if you wanted to split across multiple play sessions. As with other Telescape games, the Detective’s Office has been faithfully recreated with a 360 degree camera meaning you can click around the explore the environment as if physically there.
Throughout the experience you’ll see the other players on your team moving around with their cursor. Or in our case, clicking frantically on everything. Which is a good note for this game – be sure to click on absolutely everything, as everything interactable is relevant! Also unlike the physical escape room, we had access to a folder titled “Investigation Resources” which we could check at any time. This contained all the objects we’d discovered so far on our investigation – old photographs, newspaper clippings, and scraps of paper with cryptic clues on them.
In terms of the physical space, it’s about what you’d expect from a 1950s detective’s office. It’s dimly lit, has a large ‘investigation board’ mounted on the wall, and is packed with vintage furniture like old lamps, typewriters and briefcases to be unlocked. As we explored further we discovered hidden hiding spots, false walls and plenty of locks hiding secrets inside drawers and boxes dotted around too. After all, this is not just a simple stolen necklace case anymore – it’s also a missing person case. So finding out everything we possibly could about the investigator himself was paramount to the success of our own investigation.
Can you Crack the Case?
Now, onto the puzzles! I really enjoyed playing the puzzles in The Detective’s Office. Creatively well themed to the environment and almost always involved searching and finding hidden details and secret spaces.
As a whole, the experience is anchored around the investigation board where you have a number of suspects and details about them. As the game progresses you add in more details about the suspects you find, pinning them to the board each time until a complete picture of the crime is formed. They’re a shifty looking bunch of people and one of them surely committed the crime. But who? That’s for you to find out!
I also enjoyed the wealth of locks we uncovered. No, no, this isn’t just your keys and padlocks – there were 3 and 4 digit codes, as well as push-pin padlocks, and fun turn left, turn right dials that clicked open satisfyingly when we completed them. When a lock did pop open, a small video of that action happening in real life played for all of us, providing a fun positive feedback loop of confirmation of our success. That’s a rather technical way of saying it was fun seeing our pre-recorded ‘Games Master’ performing the actions in our place! A nice touch to bring the room to life and remind you it’s a physical space.
The Detective’s Office is a fun little game that you can play digitally from anywhere in the world for a fraction of the price of the in-person physical room. We really enjoyed playing it – it’s high quality and enjoyable, something we expect from all Mystery Mansion Regina experiences by now. Furthermore, we also got this game at a discount cost as they were running a special promotional weekend for it, and so the value for money for us at least was absolutely exceptional.
I’d recommend The Detectives Office for anyone looking for an escape room to play from home. If you can get to the real, physical room, then why not? But if you can’t, this is a great second-best option for enthusiasts and regular players alike.