Slowmentum: Escape Christmas

Slowmentum: Escape Christmas

Slowmentum

  • Escape room
  • IRL
The Great Escape

The Great Escape

Exitus Escape Rooms

  • Escape room
  • IRL
TERPECA 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 Outside

There's Something Outside

Exitus Escape Rooms

  • Escape room
  • IRL
We 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 Tycoon

Nine Codes: The Tycoon

Funbi Games

  • Escape room
  • Tabletop
Zemsta Umarlaka [Deadman's Revenge]

Zemsta Umarlaka [Deadman's Revenge]

DreamScape - Escape Room

  • Escape room
  • IRL
Lost in Mine

Lost in Mine

Funbi Games

  • Escape room
  • Tabletop
Nine Codes: The Initiation

Nine Codes: The Initiation

Funbi Games

  • Escape room
  • Tabletop
Puzzle Menu

Puzzle Menu

Funbi Games

  • Escape room
  • Tabletop
This 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 Quest

Astro Quest

Escape Rooms Cardiff

  • Escape room
  • IRL
We 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/
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