Lucardo – University of Magic: Dragon’s Heart

Lucardo – University of Magic: Dragon’s Heart
Location: Rawtenstall
Game Date: 14/12/2018
Team: Amy & Ian

uom-dh-thumbnail

Theme:
“An announcement has been made in the University of Magic – the Dragon’s Heart has been stolen! Without this, magic as we know it is at risk. Rumours are circulating that it was seen in Oggles Magic Shop. Your task is to use your magical powers to enter Oggles, recover The Dragon’s Heart and return it back to the University of Magic. Dark forces are involved, so take care on this quest.”

UOM looks amazing, with a fully immersive set that has left no stone unturned, with 360-degree set design and intricate attention to detail, it’s easy to get distracted looking at all the pretty accoutrements on the shelves around Mr Oggles’ shop! A secure and robust build, that was plenty large enough for the maximum team size of 6 and well lit, but still atmospheric.
A lovely soundtrack accompanies the room, which was magical and well fitting to the theme but not intrusive.
A gem of a room to look at and play in, we were thoroughly immersed in the world of University of Magic yet again.

Game Play:
An open game, that is filled with lovely on-theme puzzles.
Puzzle types were varied, but leaned more towards observation, practical, and logic puzzles.
A  highlight of this room was the practical nature of the puzzles, with a lot of them consisting of creating real magic and mixing potions!
The puzzles were all perfectly logical, and had wonderful ah-ha moments without being taxing or brain-busting. Quite often the puzzles were a result of previous exploration and observation. When all the pennies dropped the ah-ha moments came with aplomb.
Whilst not a puzzle-heavy room, in that puzzles are not arbitrary and superfluous, there is still plenty to do. UOM is a pure experience, with every puzzle being intrinsically linked to the room, theme and story. That experience gives UOM another level of game play- this interaction with the room itself was excellent, and really aided in the immersion.
The flow was excellent, with smooth game play and no natural sticking points.
The flow of the room encourages exploration and interaction, and this was a wonderful addition to the room, everything is tactile and realistic.
Signposting was excellent, with just enough within the room to guide but not hand-hold.
An excellent game, that is going to please any player, from newbies to enthusiasts, and those in between!

Clue System:
Clues were delivered via a screen

Game Host:
Simon was our game host and his enthusiasm and passion flooded over into his hosting, giving us a warm welcome and delivering great clues with precision timing.

Did we escape?
Yes, in 40 minutes.

Website: https://lucardo.com/rawtenstall
Price:
2 Players £44
3 Players £63
4 Players £76
5 Players £85
6 Players £90

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Western Approaches – War Museum Escape Room

Western Approaches – War Museum Escape Room
Location: Liverpool
Game Date: 05/12/2018
Team: Amy & Ian

wa
Western Approaches is located in the War Museum, a real secret bunker in the heart of Liverpool! What a hidden gem the museum is, if you go to the escape room, the museum is well worth a look arouns too.

Theme:
“Inspired by the story of the Martins Bank gold where during World War 2 the bulk of England’s gold was moved to Martins Bank in Liverpool.  Some of the gold is thought to have been stored at Western Approaches and some believe it is still there.  Can you solve the mystery of the missing gold and escape the secret bunker within the allotted hour?”

The room is as immersive as it gets, located in a REAL secret bunker that housed many many workers during WW2. Even walking down to the escape room puts you in the mood, passing the real signage and rooms that were used in real history.
The room itself was decorated quite simply, and there was nothing that was put there to mislead or distract, period furniture and props further added to the immersion and the use of these props in game play was a wonderful touch.
The room was large enough for the max of 6 players and was lit very well.

Game Play:
A strictly linear game, that compromised of a good variety of puzzles, word, observation, logic being the mainstays, and a dexterity/skill puzzle that will be sure to test groups to their limits.  The variety in the puzzles will mean that every member in the group will get a chance to show their “smart side” and will shine at their own point in the game.
All the puzzles were very good in their logic, with lovely ah-ha moments that were crystal clear and they were all fun puzzles to solve with clear conclusions.
The signposting was subtle but good and clear, and intrinsic to the room. Newcomers may not pick up on it, but it is there and helps the game flow
The flow was good, and once we got going there were no natural choke points or ambiguity.
A good, enjoyable game that would be a great first escape, coupled with the museum and super realistic setting, it’s welcome addition to Liverpool’s escape scene.

Clue System:
Clues were delivered via a screen

Game Host:
Andy was our game host, and ran our game well. He was friendly and personable. Georgia alo gave us a quick tour of the museum and was great, friendly and professional.

Did we escape?
Yes, in 39 mins

Website: https://castlerockescapes.simplybook.it/v2/
Price:
2 Players £32
3 Players £43
4 Players £55
5 Players £65
6 Players £72

Compendium – Wrong Turn

Compendium – Wrong Turn
Location: Bury
Game Date: 20/11/2018
Team: Amy, Ian, Elaine & Mike

wr

Theme:
“You and your friends are driving along route 66 when you notice your gas running low, a friend suggests to make a turn at the next set of crossroads to see if there is a gas station… you don’t find a gas station but decide to explore the one place you have discovered by taking that WRONG TURN…. Will you escape or will you spend your life regretting that wrong turn?”

The room looked great, with total immersion and an amazing level of attention to detail, this is one of the most detailed and realistic sets we’ve had the pleasure of playing in!
The room was accompanied by a good amount of story delivered via the setting and the puzzles.
The use of space was very creative, with the pressure being put on physically throughout the game, giving an impending sense of unease.
The room is atmospherically lit, but strategically placed torches and candles give enough light to see by, and the space was large enough for 6 people (as long as you’re all friends!)
There is a percived “scare factor” – and whilst we jumped a couple of times, it wasn’t a scare fest, but it certainly had a very creepy and uneasy atmosphere (which I loved!)

Game Play:
A fairly linear game, that encompassed observation, logic, teamwork, searching, tactile, and light physical puzzles.
Jam packed with puzzles, we were kept busy for the entirety of the game, each and every puzzle was great it its logic and there were some lovely ah-ha moments that came about from a real team effort and critical thinking.
There were a few puzzles that were twists on the norm, and this was nice and refreshing as we were not taking puzzles for granted.
The climax of the room was a frantic affair, and could have easily turned into mayhem, what a great way to pile on the pressure and create an exciting ending out of something so very simple!
The flow was great, with the puzzles gently nudging us forward whilst still allowing us to proceed and explore at our own pace (and the exploration in the room was awesome)
Signposting was good, with enough to guide but not be hand-held throughout the game.
A great game for beginners and experienced players alike.

Clue System:
Clues were delivered via a screen

Game Host:
Jennifer & Alex were our hosts and were super, friendly, accomodating and passionate about escaping. This lead to them delivering a good brief and a detailed backstory. Clues were delivered with excellent timing throughout the game.

Did we escape?:
Yes, in 48 minutes!

Website:
Price:
2 Players £40
3 Players £54
4 Players £70
5 Players £82.50
6 Players £90

Clue HQ – End of the Line

Clue HQ – End of the Line
Location: Warrington
Game Date: 16/11/2013
Team: Amy & Ian

endoftheline
We were very fortunate to be invited by Clue HQ to preview their newest game, End of the Line! As the game was in previews some small aspects may have changed by the time of opening.

Theme:
“Danny Badd is up to his old tricks and has hijacked several trains on the Picodedilly line to cause a distraction while he carries out a heist job in another part of town. You are one of the unlucky commuters who find themselves trapped on a runaway train with only enough track ahead of you to last the next 60 minutes. Will you be able to work out the manual override and apply the brakes in time? Or will this be the End of the Line?”

The room looked fantastic, with the set decorated just like an underground train, with brilliant nods to all of ClueHQ’s other games and some cracking puns on the station names!
Cleanly decorated with full immersion, this room really made you feel like you were onboard a moving train, with excellent sound & video effects
An incredibly detailed and professiona finish gives EotL a slick feel.
The space was very well lit, and the space was big enough for 6 players.

Game Play:
An open game that came with a varied assortment of puzzles, logic, observation, maths, teamwork and a little bit of searching.
The puzzles were all big and chunky, in that there was a lot of thought to be put into them, each puzzle was a joy to solve (well… I didn’t solve the maths but Ian did and he said it was excellent in its excecution) – the ah-ha moments were just lovely. The realisation of what to do was excellent and then the satisfaction in the answers were just great.
The flow was slick and effortless, with us clearly moving from puzzle to puzzle and the only stallings were in our own failings of not noticing the signposting.
Signposting was excellent, just enough to guide us through the game but not too much to hand hold us, and let us come to our own ah-ha moments.
A really smashing game that is a step up for Clue HQ in puzzle & set design, it makes us really excited for the future games!!

Clue System:
Clues were delivered via a screen

Game Host:
Mark, Stuart and Jesse were our game hosts (I think Mark was delivering clues throughout) – Jesse delivered a great brief, it was great having an in person breif at ClueHQ compared to their normal video! Our clues were delivered with excellent timing considering it was an early test game!

Did we escape?
Yes, with 54 seconds to go!

Website: https://cluehq.co.uk/warrington/games/
Price:
2 Players £44
3 Players £63
4 Players £76
5 Players £85
6 Players £90

Trapp’d – Forsaken

Trapp’d – Forsaken
Location: Wellingborough
Game Date: 13/11/2018
Team: Amy, Ian, Ashley, Laurence

forsakent

Theme:
“The silence woke her. The same dream again. The circle that she could not escape, the faint flickering of candles, shadowy figures looming over her and the drums… oh god, the drums. They were so loud, deafening yet… silent. It was something she couldn’t quite understand but still she knew it frightened her. Everyday for the past 3 weeks she struggled to escape the dread that followed her around, sitting on her shoulders like a mischievous pest. A constant reminder of what waits for her at the final ritual…

Esme had been acting rather strange for the past 3 weeks. No longer does she hang out with the group, meet up for their cosy weekly coffee or even return phone calls at the best of times. She’s always withdrawn and quiet, her eyes appear sunken, encased by two deep purple semi circles and you can’t help but worry. It’s not the Esme you know. Everyday, she finishes work in a silent hurry and makes the tube journey to the edge town, walking straight to the abandoned church on 48th street. It had been abandoned for many years now, falling into a steady state of disrepair. There had been reports of noise disruptions and lights coming from inside but the police assured everyone it was just the neighbourhood kids being a nuisance. Whatever it was, people tended to avoid the building all together. You wondered what she could possibly be doing in there all by herself, but offers to accompany her are sternly rejected. It wasn’t until she came into work one day with a strange navy blue tattoo on her right forearm. It looked like it had been done with a makeshift needle, the scabs were large and there was dried blood around the edges. It had obviously been done the night before and seemed to take the shape of a horned goats head. The horrific sight of this self mutilation was when you decided that you needed to find out what she was doing in that church. And you needed to find out tonight.

You waited patiently until she finished work, tidied up her desk and put on her emerald green coat. You couldn’t miss her in that coat if you tried! Following her at a steady pace, careful not to be seen, you made the trip across town and towards the tall, lonely church. You watched from a safe distance as she ducked into a cellar door around the back of the church suspiciously, looking all around her. She was completely out of sight but you knew that you had to wait. Tapping your toe impatiently, you stared down at the gravel longing for things to be simpler. The ground was wet and soggy, the leaves a brilliant mixture of beautiful maroons, bronzes and ambers. It was just a shame the October damp had spoiled them. A quick glance towards the building wasn’t the most inviting sight, but you decided it would be time to venture in anyway. You strolled cautiously across the green and down, through the door. You were quite surprised to find a little stone hallway and an old wooden trunk. Inside were several black cloaks and some masks. You didn’t really understand what these could be for but in any case, if Esme caught you then it might shelter your identity somewhat. You gently slipped into the attire, took a slow, deep breath and calmly pushed open the door. The sight that met you was certainly a startling one. Twelve darkened, hooded figures stood in a semi circle at the far end of the room. They were gathered around a crimson alter of some sort, cream candles and cinnamon incense burned lavishly around the room, the spice prickled your nose and you resisted an immense urge to sneeze. You had to squint your eyes to really take in the room, the only source of light being several lanterns lining the wall. The centrepiece of the room was a blood red pentagram adorned with melted candle wax and dried flowers. You stood deathly still, your breath nonexistent and studied the hooded figures. Close inspection revealed emerald green cuffs poking out of the sleeves on one of the cloaks… Esme! They appeared to be performing a ritual of some description. There were pictures on the wall of faces and a thick wine coloured liquid spelled out the words ‘You’re Next’. You inhaled a sharp, quick breath as your eyes wandered over a picture of a girl. It was a face you recognised. Esme.”

Forsaken started off great, with a dingy crypt filled with bones and candles, which really set the mood and created good imersion, the latter half of the game took a deceptive turn, a MASSIVE space which was decorated, but lost some of the immersion and atmosphere of the opening of the game.
The use of a live actor made this room fun, and gave it an edgy twist that upped the immersion and aimed to get the team interacting within the room.
The space was more than big enough for 6, at times the lighting was very dark… nearly pitch black which prompeted the use of several different candles and 1 torch.

Game Play:
A linear game that consisted of observation, codebreaking, maths, logic, searching and simulated devil worshipping and summoning (never thought I’d write THAT in a review)
This could cause consternation in some groups, and there is a warning on the booking page itself. The act of Devil Summoning is part of the game, and I would imagine should one person be very unhappy with this that they could sit it out and not participate.
The puzzles themselves were decent, with good logical ah-ha moments and good use of teamwork. There was nothing overly complicated which gave a nice sense of achievement throughout the room.
The flow was good, and the addition of the live actor – whilst stopping play for a moment added another level to the game that elevated it and made it more fun and immersive.
Signposting was marginally there, a lot of the connections were left to the the player to “connect the dots”
A good game, although I’dnot recommend Forsaken as a first escape room.

Clue System:
Clues were delivered via a voice over

Game Host:
Our game host was friendly, and delivered clues at appropriate times throughout the game.

Did we escape?
Yes, in around 45 minutes

Website: https://trappd.com/book-now/wellingborough/
Price:
2 Players £39
3 Players £49
4 Players £59
5 Players £69
6 Players £79

Archimedes Inspiration – Project Delta

Archimedes Inspiration – Project Delta
Location: London
Game Date: 30/09/2018
Team: Amy, Ian, Jane & Benn

Delta-600x360

Theme:
“In 2052, you have been recruited to join Rainbow Galactic’s team of astronauts under the Project Delta Agreement. Your mission is to fly onboard spaceship Venus and carry biological experiments on other terrestrial planets to achieve space colonisation through genetic engineering. Will you be able to revolutionise the entire human race or will the project’s dark secrets consume you first?”

A wonderfully themed room, incredibly immersive and decorated with meticulous detail down to the most minute features.
The space conveys a space ship so well that it’s easy to get lost in the immersion and become the character you’re portraying. With the use of clever lighting, audio and visual which only adds to the story and immersion, this game is a technological wonder… I am normally not the biggest fan of entirely tech room, but Delta was unbelivable, technology that worked flawlessly and created the closest thing to being in a Sci-Fi movie.
The space is well lit throughout, with ambient lighting that never impacts on gameplay and the room is more than large enough for 5 players

Game Play:
A entirely liner game that focuses on logical, smart puzzles. Puzzle types were varied and included logic, skill, observation, physical and codebreaking. But what was most impressive about Project Delta was the heavy story aspect that was expertly woven throughout the puzzles… to be frank the puzzles never felt like puzzles, they were a natural extension and progession of the story, with legitimate tasks and objectives that further the narrative.
That being said, the puzzles were exsquiste in not only their logic, but their excecution. With there being no ambiguity or logic leaps yet the puzzles were taxing and interesting and there was a great sense of acheivement and satisfaction once the soloutions were worked out and inputted.
Flow was excellent and even though this was a linear game, there was no feelings of non-participation at any points, all puzzles required all of our brain power and input and it was through this team work that we edged closer to our goal.
Signposting was excellent, with obvious and subtle signposting and layering that not only guided the game but deepend and enriched the narrative.
A true masterpiece of a game that deliveres on all accounts. Not one for the faint hearted, I would suggest playing a good few games before playing Project Delta, whilst its sublime, it is taxing (yet oh so enjoyable)

Clue System:
Clues were sent through an iPhone

Game Host:
Yan was our game host and she was wonderful, so friendly, accomodating and ran our game with precision. AI are also unique in that Yan gave us a thorough breakdown of the game and our performance afterwards, a special and welcomed touch as it showed she was paying utmost attention to our game.

Did we escape?
Yes, in 84 minutes

Website: https://aiescape.com/
Price:
£35pp for 3-5 players

Trapp’d – Legend of Drakon

Trapp’d – Legend of Drakon
Location: Wellingborough
Game Date: 13/11/2018
Team: Amy, Ian, Ashley, Laurence

drakon

Theme:
“Sometimes, memories are the worst form of torture. The village used to be a cheerful, bustling township in the midst of the Kingdom. Now, it is but a forlorn kenopsia. When the curse fell upon the district, nearly everyone fled in fear. There are only a handful of villagers who still occupy the town, too afraid to leave incase the looming presence that attacked the village all those years ago deems them dishonourable. That same formidable beast now resides in what was once a mighty castle just past the edge of the village. The once tall, proud standing turrets and flags now lay in pieces, broken and displaced. For the most part, the beast is a silent resident, only emerging to hunt food or remind the townspeople of his intimidating presence and complete control.

The cursed goblet was the cause of the heinous destruction. Everyone in all the kingdom, from the depths of the deepest valley to the peaks of the tallest mountain knew about the famed beast and his prized goblet. The goblet was just one of his many, many treasures but this piece in particular was special. They say it held the power to transform any cowardly boy into an almighty god, strong and respected. Feared across all the Kingdom. But the beast would never let anyone get close enough to confirm the rumours. At 58 feet long from the tip of his nose to the tip of his tail, deep crimson scales and a phoenix coloured crest. Dark, billowing smoke leaked menacingly from his nostrils and his eyes were ablaze with fury. He was a force to be reckoned with and they called him… Drakon.

One day, a young pauper took it upon himself to go in search of the goblet. He trekked across bright yellow fields, over cobbled grey bridges and trailed through royal blue rivers until he reached the cave in which Drakon occupied. Tiptoeing in ever so quietly, he attempted to take possession of the goblet but just as he was about to lay a finger upon the goblet, Drakon awoke. He let out a magnificent bellow and the pauper was reduced to a pile of ash in an instant. Drakon was so infuriated by the arrogance and disobedience of the people that he immediately began a frenzied rampage through the kingdom. He destroyed whole villages and forests, anything in his path was torched to rubble by the boundless flames his deep breaths produced. Finally, he began his attack on the King’s castle. People fled in hurried panic, some cowered in their homes and others were silly enough to try to stop him. Almost 20 years later, the Kingdom is a shell of what it once was. That merciless day will remain a regretful memory forever, the day the kingdom burned; the day the townspeople lost everything.

The few who still remain in a state of surviving know what must be done, but all are too afraid to attempt it. If only someone was brave enough to take the goblet and release the kingdom from Drakon’s immortal grasp…”

Well done to you on reading the story yet again!
The story portrays little to do with the room we played, there was no signs of any goblet, so I am glad I read the story after playing. That being said, we had a lot of fun in this room… the entire hour played out like a sketch from the Holy Grail… such is life in medieval england.
The room looked great, from the living room of the King’s house, to the courtyard outside, the space was simplet decorated but effective, capturing the medival flair and dankness of the time.
The room was again, MASSIVE. The amount of space Trapp’d must have is immense. The room was more than big enough for the maximum of 6 players.
Lighting was dim, but just enough to not impact on the game and create a nice atmosphere.

Game Play:
A linear game that consisted of logic, codebreaking, scavenger hunting, search and observational puzzles.
Puzzles were nicely theme and aside from one were good in their logic. There was nice interaction with the room and the puzzles all were solveable on their own (except the one puzzle that could have been excecuted a little better) – they all had great ah-ha moments.
The flow was fun, and we were kept moving from one puzzle to the next alongside moments of sheer sillyness on our part.
Signposting was excellent, and there were some really nice touches to keep the game clear and fuss free.
A great game for newbies and enthusiasts alike!

Clue System:
Clues were delivered via a voice over

Game Host:
Our game host was friendly, and delivered clues at appropriate times throughout the game. We had a slight issure during the game and this was fixed in a professional and unintrusive manner.

Did we escape?
Yes, in around 45 minutes

Website: https://trappd.com/book-now/wellingborough/
Price:
2 Players £39
3 Players £49
4 Players £59
5 Players £69
6 Players £79

 

Trapp’d – Atlantis The Lost City

Trapp’d – Atlantis The Lost City
Location: Wellingborough
Game Date: 12/11/2018
Team: Amy, Ian, Ashley, & Laurence

atlantis

Theme:
“They used to shout my name, now they whisper it. A disgraced god, I used to own them. They were my things. ‘Poseidon, god of the sea!’ they used to chant. I was a feared, respected divinity. Worshipped. Now, I am but a hushed murmur. A punished inferior. An exiled mongrel. He will pay for what he has done…

Almost ten thousand years since the mysterious city suddenly sank into the emerald depths of the ocean. The stunning citadels and majestic statues now lay sunken and forgotten on the sea bed. Dancing corals creep up through the cracks in the architecture, lush thick moss covers the once pristine white, sandy temples and the brightly coloured fish dart playfully in and out of the windows. Silence deafens the atmosphere surrounding the excluded fortress. Occasionally, a hammerhead will sweep through, disrupting the peaceful solitude, but for the most part, this is the city that time forgot.

Today, you are on the verge of a break through, you can feel it in your very core. But then again, you’ve been wrong before. The last twenty-three years of research has been filled with false hope and dead ends, excitement and disappointment, trying to be the first to discover exactly why the curious city abruptly sank into the dark azure depths of the ocean. There is a whole new batch of old scrolls to sift through, extracted from a flooded parlour in the large sanctuary you and your team have recently started exploring. This was previously an inaccessible part of the citadel, you had to really push for the permission to bring this type of machinery down to the ocean floor. Hunched over your desk, magnifying glass in hand, you squint intently at the magical symbols and cyphers on the browned parchment. From what you’ve gathered over the years, you can decipher most of it. Shuffling through a few of the vellums, you can tell at a glance that this information is nothing extraordinary to the others that you have collected. It’s discouraging to say the least, but you persevere.

Your radio crackles through before it connects to the surface and a friendly voice sounds out. “Come in, Aqua. What’s the situation?”. Charlie has been a dedicated member of the research team since the expedition began. He’s a kind of aloof soul, you can’t help but adore him. Even if he does insist on silly code names. You smile through your response. “Nothing of importance but theres still a few more to look through. Could you send Hydra in again to grab another pile?”. There is another slight pause and a crackle. “Will do. The forecast up here is predicting crazy stuff. The news people reckon there’s a huge tsunami headed towards England… can you believe that?! I think the facility might get a little shaky so don’t be alarmed if you feel a couple of vibrations.”

Turning your attention back to the delicate papers, you can feel an all to familiar sinking feeling in your stomach. You will it to go away and try to remain optimistic. You happen upon an unusual looking arrangement of symbols, ones you haven’t seen before. It’s curious to say the least, your brows tie themselves together as you hurry to find a piece of parchment that might translate it. You study it meticulously, translating it a few times and a few more times again for fear of mistake. But there is no mistake. The transcription stares back at you, plain and clear and you are confused by what your brain scrambles to comprehend. From what you can deduce, it’s a sort of schedule. A prediction calendar. A list of dates, exactly three millennials apart. At the foot of the scroll, there are a couple more cyphers translating to a very small piece of text;

Triton stole the offering,
It has yet to reappear.
The cause of townspeople’s suffering,
Every three thousand years.
Should the legacy stay hidden,
The city shall ascend.
Forgiveness forbidden,
Poseidon’s revenge.

As realisation sinks in, excitement starts to overwhelm you. You’ve managed to stumble upon something massive. This could lead you to the answer you’ve been searching for all these years! You’re just about to radio through to Charlie to share the good news when your eyes fall upon a date on the scroll. It’s today. In exactly an hour… You stop dead as a rising panic floods your body, coupled with a hot flush. Your memory flashes back to something Charlie said earlier “…huge tsunami… England… crazy stuff…” and suddenly it all falls into place. Atlantis is due to resurface today in an angry charge to destroy the world. Poseidon was never avenged and he intends to share his misery with the mortals who exiled him in a bid to anger the gods… more particularly, Triton. A thought crosses your mind to something you read a few weeks ago about an offering left for the gods from Poseidon. It was supposed to be his ticket into the high council. Assuming you can track down the location of the offering, recover it and return it, you may be able to stop the mass cataclysmic destruction about to reign down upon the world. At that very moment, a great quivering tremor engulfs the facility around you. You make a swift grab for the table to steady yourself. Looking out of the window, you can see panicked fish dashing to get away from the area and little air bubbles appear to be escaping from the buildings. You’d better hurry, the onslaught has already begun!”

(well done if you actually read all of that, we didn’t and it didn’t impact our game play at all)

The submarine part of Atlantis looks good, with minimilistic design lending itself to focus on the puzzles themselves. Atlantis is tantalising out of reach, but visible until the crucial moment but then the theming was a bit of a damp squib, The space that Trapp’d have got is immense and Atlantis, whilst nice with it’s sandy floor and stone pillars could have been so much more!
The submarine was immersive and the space is big, more than big enough for the maximum of 6 players, lighting was good in most places.

Game Play:
A strictly linear game that focused very much on maths, with a smattering of searching, logic, physical and code breaking for good measure.
Puzzles were logical and fairly on theme, but the heavy maths element drew theme out of the world and into “homework” territory.
The ah-ha moments were nice, and once puzzles were clear on their soloution there was no ambiguity in their answer.
Flow was clear, and with the linearty of the game at the forefront it meant that it was obvious which direction we were moving in at all times.

Clue System:
Clues were delivered via a voice over

Game Host:
Our game host was friendly, and delivered clues at appropriate times throughout the game.

Did we escape?
Yes, in around 45 minutes

Website: https://trappd.com/book-now/wellingborough/
Price:
2 Players £39
3 Players £49
4 Players £59
5 Players £69
6 Players £79

Escape Hunt – The Last Vikings

Escape Hunt – The Last Vikings
Location: Manchester
Game Date: 12/11/2018
Team: Amy, Ian, Ashley, & Laurence

EH-Local-Game-Hero-The-Last-Vikings

Theme:
“Step into a legendary age of gods and monsters, where your peaceful Viking village is being threatened by an invasion of spine-chilling Ice Giants.

With your warriors away you don’t stand a chance in a fight, so in desperation you journey to the banqueting hall of the gods to throw yourself on their mercy and beg for help.

But when you enter your heart sinks – Thor, Loki and the other Norse gods are nowhere to be seen. With just one hour before the Ice Giants destroy your village, can you work together to summon the gods and gain their protection?

Take too long and the Vikings will be no more.”

Vikings looked good, a simple decor that gave a good sense of immersion, but lacked a visual impact in the first instance and felt more cramped than it was due to the low lighting.
The game opened up into a slightly more impressive set, which was finished well and gave a good sense of progression and journey.
The spaces were small, and at some points 6 people will be more that the space can handle.
The lighting at points was too dark and impacted on the game play, making puzzles harder than they should have been.

Game Play:
A linear game that had a good range of puzzles, logic, physical, skill, word, codebreaking.
Puzzles were mostly good in their logic, with fun ah-ha moments and no massive logic leaps (one puzzle was a little ambiguous and misleading but with a little guidance we connected the dots, but it did feel quite “trial and error”)
The flow was good, With each puzzle leading us nicely to the next and delivering a good story throughout.
Signposting was subtle, but readable. Just enough to guide, but could have benefitted from a bit more reward when puzzles were complete in some places.
A good, if not slightly frustrating game (I feel this is mostly due to lighting issues)
I would suggest getting a good string of games under your belt before playing this one, if you’re new to escaping.

Clue System:
Clues were delivered via voice over in the room

Game Host:
Craig was our game host and he was exemplary, friendly and professional. Delivering an excellent brief and story. Clues were given with excellent timing but never pushing us through the game.

Did we escape?
Yes, in 38 Minutes, once again setting the room record!

Website: https://escapehunt.com/uk/manchester/games/
Price:
2 Players £50
3 Players £75
4 Players £80
5 Players £100
6 Players £120

Escape Hunt – Escape the Wild West

Escape Hunt – Escape the Wild West
Location: Manchester
Game Date: 12/11/2018
Team: Amy, Ian, Ashley, & Laurence

Local-Game-Hero-Escape-The-Wild-West.jpg

Theme:
“Step into the Wild West, where the tiny frontier town of East Victoria is celebrating the discovery of gold.

But the celebrations turn sour when news arrives that the bloodthirsty Bill French Gang are on their way to claim the gold – and kill everyone in East Victoria for good measure!

With no sheriff around and no cavalry riding to the rescue your only hope is a rusty old locomotive that hasn’t worked in years – but with just one hour to get it going and escape with your lives, you need to think fast and work even faster.

There isn’t a second to lose.”

The room looked great, really authentic looking set with an excellent level of detail (even ignoring the fact that the saddle was English, not western…)
Very immersive, taking you through and office and train waiting room and going onto the train itself, the room had a rough hewn look to it, very wooden and handcrafted, it was lovely to look at.
The space isn’t huge, and 6 people may feel rather cramped, especially in the earlier stages of the game, but this soon opens up to a decent sized area.
Lighting was good throughout and we never struggled to see at any point.

Game Play:
An open game that had pleny of puzzles, logic, observation, word, physical and searching. The game was intrinsicly linked to its surroundings and the interaction within the room to complete the puzzles was lovely and only added to the immersion.
The puzzles were all wonderfully logical and a joy to solve, added in with the physical aspect of almost every puzzle, the ah-ha moments came thick and fast.
The flow was excellent, with clear indication to what we needed to do and what was left to do leaving no doubt in our minds the direction of the game, which was quite fast paced and always pushing foward.
Signposting was subtle but still lead the game in a well themed way.
The only critisim of the game is the ending, we knew what we had to do, what we had done and the end fell a bit flat, the rest of the game MORE than made up for it with it’s excellent in theme puzzles and great game play.
A great room to introduce a team to escaping, and a really fun room for enthusiasts to tackle!

Clue System:
Clues were delivered via voice over in the room

Game Host:
Craig was our game host and he was exemplary, friendly and professional. Delivering an excellent brief and story. Clues were given with excellent timing but never pushing us through the game.

Did we escape?
Yes, setting the room record at 26 minutes!

Website: https://escapehunt.com/uk/manchester/games/
Price:
2 Players £50
3 Players £75
4 Players £80
5 Players £100
6 Players £120