Reviews

In the weeks leading up to my inaugural trip to Athens, I wondered what my reaction to Chapel + Catacombs would be. I had never played a horror room with that level of intensity. And some other players placed it fairly low on their recent rankings, in spite of the room placing #1 on Terpeca in 2022. I found the room itself to be fun and fascinating, and a great way to calibrate my expectations for what I would find throughout the rest of Athens. Darkness, fog, multiple actors, cinematic scenes and extended play times were common threads throughout my time playing in the city. Something that makes this room unique is the seamless overworld in which it takes place: the village of Lockhill. Everything from the onboarding, to the payment processing, to the unlocking of the room itself was all seamless and theatrical. A little role-playing from our team pulled us even further into their dark world. Unfortunately, this lead to a confusing interaction during the debriefing, at which point we didn’t know if we were supposed to leave, or wait for something else to happen. Our post-game photo kinda sucked too, a better quality camera or better lighting in the photo area would have helped with that. The game itself? Wow. HUGE. I’d never seen that style of acting and choreography in an escape room before. Very cool and dramatic. The puzzles were the right amount of difficulty too…not really hard, but often using darkness itself as a force multiplier. We wished we would have had a little more light, especially throughout the second half of the experience. We only had 2 light sources for a team of 4, which meant that half the players didn’t really have the agency to explore the Catacombs on their own. One of those light sources kept falling apart on us too, which was annoying. In addition to being a HUGE game, this was also a LONG game. Maybe a little too long, since there were points in the second half of the room where one of our players actually felt a little bored. I kinda agree. There is a good deal of searching in this part of the game, and if you don’t find what needs to be found, the experience can drag on a bit. And if you don’t have a light source, you can’t do too much. I wish I could discuss more about the actors (were there 2? Or 4??), the character mechanics (there is some light pursuit), and the finale (there’s a great set-up for House on the Hill). We had a great time in spite of the uncomfortable heat, the AC units could not keep up with the summertime temperatures in the building. This game has great bones, but is in need of a 2.0 version that streamlines the gameplay somewhat. I can’t wait to play House on the Hill!
The Maid

The Maid

Vansa Escape Room

  • Escape room
  • IRL
The Descent

The Descent

Ready Set Go Adventures - Mississauga

  • Escape room
  • IRL
Decor was cool, as shown in my intentionally vague photo. We did not have a great time, though: The room began with a (simulated) elevator descent down a mine shaft. There was a puzzle involving a dozen-ish symbols that correspond to numbers, which must be then be added or subtracted. You had to remember the symbols and do the math in your head, because there was nothing to write with. Obviously some short-term recall is required for just about any escape room, but this task was just frustrating. To make things worse, the lights flickered on and off so sometimes you couldn't read anything at all. It didn’t feel like we were being challenged: it felt like we were being fucked with. This attitude towards design also applied to the physical design of the space, especially an unfortunate combination of low doorway and slippery “funhouse” floor panels. These did little to enhance the immersion, but made a great safety hazard. I whacked my head really hard on the door as I was moving from one end of the room to the other, solving another puzzle that required me to memorize half an alphabet’s worth of encrypted letters, again with no way to write them down. The final straw: I like when an escape room trains its players to engage with the room in a certain way, and this was well-demonstrated in The Descent. The goal of this room was to find 10 “objects,” and each of them was earned by solving a puzzle…except for one. We found 9 of the things and were briefly stumped on where to find the puzzle for the 10th one. After a few minutes, the GM just sent the location to us as an unsolicited hint. There was no puzzle in the first place, it was just hidden somewhere in the darkness. We had plenty of time on the clock, I just think that either A) the location of the 10th object is such a curveball that most teams get stuck on it, and/or B) he was anxious to clock out for his shift, which he promptly did after we finished the room. Our team also played VHS, which shared a similar design DNA and had its own unique set of inconveniences. These distractions and annoyances didn’t add to the experience…they subtracted from it. They didn’t lead to a satisfying solve. We only played these two games at Ready Set Go, but with so many other strong escape room companies in the Toronto area, I think there are better options to explore.
Botanica Greenhouse

Botanica Greenhouse

Daydream Adventures - Brimley

  • Escape room
  • IRL
A totally fresh concept: “escape room with a sentient plant problem.” The experience is part “Little Shop of Horrors,” part “Alien,” and part children’s museum. While I wouldn’t be the first person to make the Meow Wolf comparison, the homegrown, psychedelic set design totally justifies it. Furthermore, the creators have a brilliant sense of humor, from the goofy onboarding all the way to the hilarious finale. There’s even a musical interlude. Both seasoned enthusiasts and families with younger players will find a lot to love about this room. Puzzle difficulty was easy-to-moderate, with a strong tactile element to many of the puzzles. The way we interacted with some of the plants was weird and memorable…sometimes it almost felt a little “wrong,” lol. Colorblind folks may have some trouble with a couple of the puzzles, and one player will need to crawl. We had a group of 3 enthusiasts, which was perfect, but it could also be done by a very experienced duo. A couple of minor tweaks I’d recommend: An input involving a toilet plunger could use better clueing, since I plunged correctly but apparently not enough to get the desired result. Also, the audio in the ending part of the experience was very hard to hear…my entire group had to lean in to listen, and we still could not make out what was being said. Other than that, this room is really incredible. I feel like sci-fi themes are played out in the escape room industry, but this was a refreshing reminder that there’s plenty more life in the genre.
Bunker: AI's Martyrdom

Bunker: AI's Martyrdom

Revo Escape

  • Escape room
  • IRL
New Haven Orphanage

New Haven Orphanage

Confundrum Escape Rooms

  • Escape room
  • IRL
VHS

VHS

Ready Set Go Adventures - Mississauga

  • Escape room
  • IRL
As we entered the room, we were told by the GM that a group of 3 had never completed this room. And neither did we! I’m in between a “like” and a “dislike” on this one, but I’m giving it the benefit of the doubt because I think it can be easily improved. This is a HARD room. It’s refreshing to do a room that’s really challenging, but it's equally frustrating too. First off, there’s nothing to write on, so you have to remember literally everything: long strings of numbers, long strings of directions, etc. And you have to remember this stuff while a guy in a mask is running around jump-scaring you. I would’ve killed for a Boogie Board, but we had nothing. Speaking of the guy in the mask…I’m pretty sure he was also GM-ing the room, so we didn’t really receive all of our hints promptly. On one puzzle he just sent the same hint multiple times. I would’ve preferred if the actor was incorporated in a way that bolstered the narrative...not just doing empty jump scares. Horror rooms are best when they’re using the actor to actually "act." Again, this was just a dude distracting us at the least convenient times. A key part of the experience is delivered via audio clues, which are difficult to discern because there are ambient sound effects and also video clips playing on the TV at the same time. Again, a little too much distraction and overstimulation. We repeatedly found ourselves huddled around the speaker box struggling to hear what we were supposed to do next. The set design is really cool and creepy, and I love their mechanic of finding multiple VHS tapes that reveal bits of the story. A few of the puzzles are unusual and pretty cool to figure out, so the puzzle design is fairly dialed in. But we were way too busy with those puzzles to enjoy the vibe.
Merlin's Legacy

Merlin's Legacy

60 to Escape - Milwaukee

  • Escape room
  • IRL
The Body Shop

The Body Shop

Red Fox Escapes

  • Escape room
  • IRL
The Sorcerer's Secret

The Sorcerer's Secret

Crypto Escape Rooms

  • Escape room
  • IRL
The Steampunk Express

The Steampunk Express

The Imaginarium: Playground for the Creative Mind

  • Escape room
  • IRL
We’re giving a thumbs-up in the photo but I’m giving this room a thumbs-down in real life. At its core, it’s a cool idea and great layout: you’re inside a steampunk train, trying to get to the locomotive. Many of the puzzles are quite challenging too, I especially enjoyed one involving pistols. I have a list of grievances, however: -The AC was not working in this room, and it was 80-something degrees inside. I’m not here for that level of immersion, and when we told one of the GMs at the front desk, he reacted with disbelief. We were like, “yeah dude, it’s hot as hell in there!” We played Wilshire Hotel room immediately after and the temperature was perfect. -One of the puzzles was a sliding tile puzzle that took us forever to solve. Who actually enjoys these things? At that point I was having an existential crisis: “Why am I sweating it out in an 83-degree escape room over this nightmare task? This is not fun whatsoever.” -There’s an elaborate dexterity puzzle involving a small metal ball. My buddy lost patience with it, so I jumped in…I love dexterity puzzles. I was making good progress and then the ball disappeared down a hole. It didn’t trigger anything, and it didn’t reappear anywhere else. The GM had to come into the room to pick up the table and shake it, it got stuck somewhere. If you’re gonna make such an elaborate contraption, it should be a little more reliable. -Toward the end of the experience, there’s a crawlspace you need to enter. The rest of the room had a high level of set design, but this space was like, unpainted drywall with an off-the-shelf mechanic’s creeper inside. And the puzzle inside really didn’t fit thematically with that space, it could have just as easily been installed on a countertop elsewhere. It was like an odd, half-baked afterthought. Overall this is a challenging room, and great for puzzle-focused players. But also for a room that’s been around this long, these rough edges should have been smoothed out by now.
The Extraction

The Extraction

Crypto Escape Rooms

  • Escape room
  • IRL
Invasion

Invasion

60 to Escape - Milwaukee

  • Escape room
  • IRL
 Pirates Curse

Pirates Curse

60 to Escape - Milwaukee

  • Escape room
  • IRL
The Casino Heist

The Casino Heist

60 to Escape - Milwaukee

  • Escape room
  • IRL
Volcano Views: Aerial Tours

Volcano Views: Aerial Tours

Escape From The 6

  • Escape room
  • IRL
The Lost Shipwreck

The Lost Shipwreck

Crypto Escape Rooms

  • Escape room
  • IRL
The Tomb: Raiders of the Sword

The Tomb: Raiders of the Sword

Revo Escape

  • Escape room
  • IRL
Motel Betty

Motel Betty

Omventure - Markham

  • Escape room
  • IRL
The Lab: Lockdown

The Lab: Lockdown

Revo Escape

  • Escape room
  • IRL
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