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Bootleggers, La Cosa Nostra, federal agents and high-rank DC politicians, mixed in a strong cocktail of fun and intellectual challenge. This is the year 1933, under mysterious circumstances, you are transferred to a secret speakeasy, back in the waning days of Prohibition.Tucked away in a remote alleyway, behind an unmarked door and camouflaged with a fancy gallery space, there is an urban heaven for booze aficionados... Just a few people know about this gloomy place, even fewer know about the dark secrets its walls guard: this speakeasy is the regular meeting place of the most powerful and feared Mafia family of DC, the Cottone clan. Prominent politicians at both state and federal level have been infiltrated by this dangerous group of criminals. But you have a secret too. You are a team of agents, hired by a high-rank politician to discover and retrieve documents about his connections to the Mafia, the notorious ‘Cosa Nostra’. Once inside, you will not have the time to sit back in one of those comfy leather armchairs and let some of the savviest bartenders read your mind. You need to read theirs. No-one can promise the successful outcome of your dangerous mission, but fortunately, you have gotten access to several highly encrypted clues. Being so well hidden, there are, of course, problems. So you need to be smart and cautious. Very, very cautious. Our Cosa Nostra escape room, also known as ‘Our Thing’ has a thrilling story, original enigmas and a rich role play with many plot twists that will make you live a unique adrenaline-fuelled experience.
All ratings (36)
Mostly positive
Gameplay
Mostly positive
Atmosphere
Very positive
Customer service
Very positive
444 escape rooms
Mafia: Deep inside a hidden speakeasy, we had to locate incriminating photos and a pile of cash before the mafia returned. The Alchemist: A secret society and a sacred stone - could we uncover the secrets hidden in this room? Pros: The rooms here were small but nicely decorated to theme. The puzzles were all aligned to the story and flowed with the general game. The gamemasters told us what to do when we were stuck. Cons: There was no real communication system to notify when we needed help. We waved our hands as instructed and verbally asked for help. We asked three times for help before our gamemaster responded. When he did respond, he had no idea where we were in the game and so we had to catch him up to where we were at in the game. The "hint" was actually just what to do next. This happened in both the games we played. We found ourselves stuck on several puzzles mostly because of faulty locks. With an improved communication and hint system this could be a good middle of the road escape room experience.
36 escape rooms
𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿
29 escape rooms
I am lukewarm here. My group of four (including two novices) had fun, primarily because the theming was strong and escape rooms are inherently fun. In a linear room with fiddly locks, we often had everybody standing around while one person tried several times to enter a code. (This also made it hard to notice when our poor math had gotten us the wrong code.) Relatively few deductions or aha moments, though the end of the room was stronger than the beginning so we went out riding a high.
Most of our time was spent struggling to input our answers into the locks
No
Easy
Mechanical
2
I think a smaller group would have more fun
Not scary
Yes
No
Not at all
Medium
17 escape rooms
Great theming, but there was too much handholding with puzzles and a very linear path through the room. Lots of the antique locks were finnicky and needed entire explainer sheets on how to use the hardware, which broke immersion more than if a standard lock had been used.
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“A vibrant room that captures the 1930’s about as well as I imagine any escape room ever will.“