Slowmentum: Escape ChristmasSlowmentumEscape roomIRLEscape Christmas is an original take on a Christmas-themed escape room, that mixes fun puzzle solving with moments of introspection. It tackles current issues such as commercialism and the rise of AI in a clever way, without feeling preachy. It was really refreshing to play a room that felt fun, but left us with an important life lesson about gratitude and slowing down in our lives. I certainly expect to see more rooms from Slowmentum in the future, and I hope that they continue with their unique brand of educational/topical rooms to help ignite discussion. While I've played a lot of rooms, Amy (who joined me) has only played two, so it was a bit of a push for the two of us to get through it. Overall we did really well, but I would say the sweet spot would probably be 3-4 players; a maximum of 6 can join in. We were a little apprehensive that we might be joined by strangers for our game, as we hadn't opted for the 'private' room booking. I'm sure this set-up works for some, but I do wonder if it put others off. I'd definitely like to see this approach refined next time. The puzzles were well constructed, the room design was fairly basic but effective and the GM was hilarious. We didn't quite escape in time (2 mins over), but had we been a team of 3 or 4 I'm certain we'd have been out a lot sooner. I look forward to seeing future rooms from Slowmentum!
The Great EscapeExitus Escape RoomsEscape roomIRLTERPECA 2024 nominee The Great Escape was our final room of the day at Exitus, and boy, was it good! Chris, our GM, led us into a small cell with bunk beds and a log burner. Setting the scene, he explained that our objective was to escape the camp and then to liberate the other 200+ prisoners. No pressure! From the moment the lights went out, we felt like we were escaping an actual prisoner-of-war camp. We uncovered secret passages, pulled ropes, and crawled as we explored different areas. We even [REDACTED], which we have never done in a room before; much to the enjoyment of our GM. It was a fun, unexpected moment that felt perfectly in keeping with the setting. I’ve been pulled out of an experience in the past by an incongruous piece of technology. Here, everything felt made complete sense within the setting. This includes the puzzles, of which there were many! Each of us had our moment to shine, whether that was with a maths puzzle, a more physical feat or a good old-fashioned logic puzzle. This is the first 90-minute room we have tackled together as a team, and we were excited to see how that translated in terms of gameplay and difficulty. What we found was that the extra time meant less clock watching (there is no visible timer in the room/s anyway), and we allowed ourselves to be fully immersed in the experience. I can definitely see why this room is TERPECA nominated, and if it is an indication of the increasing quality moving forward, I can’t wait to see what comes next! You get two escape times for this game: the first is when you actually escape the prisoner of war camp, and the second is when you have successfully liberated all of the other prisoners. We escaped the camp 53:02 minutes in, and completed the final challenge at 67:07. Not a bad effort!
There's Something OutsideExitus Escape RoomsEscape roomIRLWe didn’t set out to tackle Exitus’ toughest room first; it just happened to fall like that due to availability. Normally, we’d start with an easier ‘warm-up’ room, but actually, we found the extra challenge fired up our brains even more. James (our GM) explained that we must collect and charge the nine batteries required to power our spaceship and return to Earth. This succinct objective was really helpful as we knew exactly what we were looking for throughout the experience. The inclusion of something to write on was also key for us, especially as there were some math puzzles. The various rooms along the way were spacious and atmospheric, with eerie green lighting in one that felt distinctly alien. Billed as a ‘space horror’, we were fully expecting to jump out of our skin. While it was a little jumpy at times, we’d generally classify it as spooky rather than all-out horror. We were told that There’s Something Outside was recently changed from a non-linear to a linear room based on feedback. Having not played the room in its previous configuration, I can’t comment on which works better. We did find the flow of puzzles and signposting to be very smooth, intuitive and satisfying. There was a good variety of puzzle types, as well as a lock type we hadn’t encountered before. (maths, logic, ciphers, memory), There was a lot to get through, but we worked well as a team. The escape rate for this room sits at around 10%! We were delighted to escape with nearly 10 minutes to spare!
Nine Codes: The TycoonFunbi GamesEscape roomTabletopMuch like ‘Nine Codes: The Initiation’, part of the original puzzle set from Funbi, Nine Codes: The Tycoon utilises a fairly simple postcard format along with an accompanying web application. This time, the game is themed around a fictional Monopoly-style game (the board layout is very similar) and features a neat gameplay mechanic. While I didn’t find the puzzles posed too much of a challenge, they were fun and rewarding to solve. You don’t have to be a Monopoly expert to play this game either, no prior knowledge is needed. Nine Codes: The Tycoon is a tasty snack for experienced puzzlers and a great starting point for beginners. I found it to be easily completed in one delightful sitting and I’m now patiently waiting for the next Funbi project to be released. I’d really recommend this game, along with the rest of the Funbi Games catalogue!
Zemsta Umarlaka [Deadman's Revenge]DreamScape - Escape RoomEscape roomIRLDead Man’s Revenge was my first experience playing a TERPECA-winning escape room, and it did not disappoint! Our attention was seized from the moment we were summoned by the GM, and we remained enthralled throughout the entire experience. I had reservations about the presence of a live actor, having had limited exposure to this in the past. I must say that it definitely added an extra dimension to the gameplay and increased immersion. The sets are wonderful, the audio and special effects were masterful, and the hint system was inspired. A fantastic mix of varied puzzles kept us on our toes, with one particular challenge towards the end requiring lots of clear communication. A special mention for our GM, who also doubled as multiple characters in the room. He was funny, terrifying and fully embraced his roles. He really made the experience for us. Dead Man's Revenge is a MUST play if you are visiting Poznan, and has taken the number one spot on my personal escape room rankings. If this is the level of quality to expect from TERPECA-winning rooms, then I will definitely be seeking more of them out.
Lost in MineFunbi GamesEscape roomTabletopLost in Mine thrusts you into the darkness as you venture into an abandoned mine. After finding a book with annotations and mysterious images, you must slowly work your way through the dark caverns. The booklet may seem small, but don't be mistaken - there are plenty of puzzles to work your way through. It also uses really creative ways to hide and reveal hidden secrets. I found the theme really intriguing, and the narrative kept me hooked throughout. It was certainly a more psychological affair than I was expecting. The puzzles were well-integrated into the story, utilising the paper-based booklet (including a map of the underground tunnel system) and online elements. Both must be used together to navigate your way through the mine, unlocking the narrative along the way. I particularly enjoyed the nostalgic '90s Windows theming that was used for the online portion of the game. As I've come to expect from Funbi, the game had several joyous aha moments along the way and a surprising ending. With a difficulty rating of 3/5, beginners might find it a challenge, while more experienced players will feel right at home.
Nine Codes: The InitiationFunbi GamesEscape roomTabletopNine Codes: The Initiation challenges you to reveal the hidden symbol of a mysterious organisation by solving nine puzzles. The game spans a standard-sized postcard and a web-based application that houses the puzzles. The front of the postcard outlines the task, featuring 'ransom letter' style text and a QR code to access online content. On the reverse is an image of a mobile phone with 9 different squares resembling phone 'apps'. Each has an icon with a title (i.e. Settings, Notes) and corresponds with an identical icon in the web interface. When you click on the icon, you'll be presented with the puzzle. Gameplay is broadly non-linear, so you can choose to tackle the puzzles in any order. Each solution will provide you with a letter, along with a digit/s that will form a phone number used to unlock the final stages of the game. There is a fun mix of puzzle types, including anagrams, a little maths and observation. I particularly enjoyed an amusing dating app puzzle and the final challenge, which was unexpected and clever. I found this game fairly easy but very enjoyable. It has a difficulty rating of 2/5, which I would say is spot on.
Puzzle MenuFunbi GamesEscape roomTabletopPuzzle Menu serves up a veritable feast of tasty puzzles to enjoy. This food-themed game takes the form of an actual menu. Your task? Discover the elusive secret menu item that can only be unlocked by solving a series of devious puzzles. As there is no clearly defined starting point, the first challenge is working out where to begin. The puzzles are broadly non-linear, so you can tackle most of them in any order. Each is themed around a 'special combo' menu item, including food items like pancakes, sausages or sugar cubes. These form the basis of six puzzles that solve to a single word. As you progress through the game, you'll collect your answers on the back page. These can then be used to solve a very fun meta puzzle, which left me with a grin on my face. It was very satisfying to solve! Puzzle Menu was the toughest of the set, with a difficulty rating of 4/5. It took me a while to finish it, but I was motivated to push through by the well-constructed puzzles and aha moments. Once I'd finished, I felt very smug! One of the aspects I loved about this game was the fact that it only requires a pen/pencil. There is zero internet or app use, which was refreshing and delightfully freeing.
Steampunk: Alternatywna Rzeczywistość [ Steampunk: An Alternate Reality ]Escape TimeEscape roomIRLThis was our third Escape Time room, and we were glad that we had warmed up with some easier ones ahead of Steampunk: An Alternate Reality. Before entering the first room, our GM filled us in on the backstory. We were two orphans who had been adopted by a famous inventor who had mysteriously vanished. He had asked that in the event of his death (or disappearance) that we should find his secret lab and destroy his research so that it doesn’t end up in the wrong hands. He didn’t, however, leave easy instructions for how to do this. Stepping into the first room, we were faced with several potential starting points. This experience is predominantly non-linear, although at specific points, tasks must be done in a certain order. There were 16+ puzzles to solve across the 75-minute runtime, and these required us to be agile and communicate effectively. As we worked our way through the four distinct rooms, I soaked up the steampunk aesthetic (which I personally love). The theme was right up my street, with each subsequent room offering its own surprises. We were told that one of the rooms had recently received an upgrade, which showed as it looked fantastic. One of my favourite elements was actually the hint system, which was so much fun. I don’t want to spoil how it works, but it made the room feel even more immersive. I’d definitely recommend a team of 3 or 4, if possible. We made it out just over the time, but given the fact that it was just two of us and the sheer number of puzzles, we were pretty pleased with our performance. A great room that challenged us and offered some diverse challenges.
Astro QuestEscape Rooms CardiffEscape roomIRLWe were all hit by a wave of nostalgia as we entered the retro-themed kids’ bedroom that makes up the first part of Astro Quest. It was like being thrown back into our childhoods. We were mesmerised by the many familiar items dotted around the bedroom: an old game console, posters of 80s/90s blockbuster films (Ghostbusters, Jurassic Park), a Thunderbirds toy and a lava lamp. The puzzles in this room were really fun and creative, fully making use of the retro theme. I was particularly fond of one that utilised a book collection identical to one I owned as a child. The mechanism for unlocking the path forward was also a magical and thrilling moment. We shot through the bedroom portion of the game very quickly, before being magically transported onto a spaceship. The theming, as we’ve come to expect from ERC’s rooms, was fantastic. Neon lights, mechanical doors and a control room with various screens and panels. There was a mix of linear and non-linear puzzles that utilised all of our different skill sets; communication was key. A task involving wires nearly tore the team apart, but we pulled together and raced to the end. All-in-all, it took us 39 minutes to escape, which we were extremely happy with! Astro Quest is a solid room full of heart and wonder. It’s retro theming ramped up our nostalgia, before transporting us to space for the second half of the mission. We left the room grinning from ear to ear, and ultimately, what better review is there for an experience than a huge smile? For the full article covering my trip to Escape Rooms Cardiff, visit: https://escapepuzzler.com/escape-rooms-cardiff-uk-part-1-feature/