Zemsta Umarlaka [Deadman's Revenge]

Zemsta Umarlaka [Deadman's Revenge]

DreamScape - Escape Room

  • Escape room
  • IRL
The 13th Floor

The 13th Floor

Escape Rooms Cardiff

  • Escape room
  • IRL
We’d heard a lot of buzz about TERPECA 2024 nominee The 13th Floor, which is the newest addition to ERC. This was our second game of the day, and quite a departure from the more ‘traditional’ Cardiff Castle. It stood out from the other games we’ve played due to its effective use of a smaller space and the novel approach to gameplay. It is a modern 2.0 escape room that utilises electronic locks, along with other immersive elements, which add some extra surprises. This technical wizardry, made possible by the room’s modern technology, boosted immersion and led to some fun reveals along the way. The set design looked so authentic that one of our team who is afraid of heights, was scared to enter the lift at the start! Alex (GM) had to reassure us that it wasn’t an actual lift, but that the technology used would simulate the feeling of movement. As we stepped inside and the doors closed behind us, we had no idea what to expect… The 13th Floor is a fantastic linear room that slowly reveals each puzzle in a fun way as the elevator ‘ascends’. There are lots of tactile puzzles to solve, with plenty of teamwork required. The story was also engaging and had us invested in urgently working through each level. Despite its spooky vibes, I wouldn’t class this as a horror room – it was unsettling at times, but never felt all-out scary. We escaped with about 10 minutes to spare, after losing a decent chunk of time on one puzzle. We kicked ourselves as we had missed a key detail that would have allowed us to solve it much more quickly. This room was a big hit with us and definitely deserves its TERPECA nomination! Kudos to the team at ERC, who have managed to create a very memorable experience in a relatively small space using some great technological enhancements. For the full article covering my trip to Escape Rooms Cardiff, visit: https://escapepuzzler.com/escape-rooms-cardiff-uk-part-1-feature/
Séance

Séance

Riddlr Escape Room

  • Escape room
  • IRL
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/
Save King's Landing

Save King's Landing

Puzzle Punks - Dubrovnik

  • Escape room
  • IRL
Hansel and Gretel

Hansel and Gretel

Riddlr Escape Room

  • Escape room
  • IRL
Please note: Before I begin, I want to preface this by saying that this room is brand new. It literally opened just over a week ago, therefore it will be refined and improved over the coming months. We did experience one very minor technical issue and a couple of breakages (didn’t impact gameplay), but on the whole the room played well. — After an enjoyable trip to Riddlr earlier this year, we vowed to come back once their latest room was open. Loui, our GM, was fantastic. He was really passionate about the room, very accommodating with our requests and extremely open to feedback. He talked us through the hint system and explained that the room we were playing was less of an ‘escape’ room and more of a narrative journey. I think the slightly unfortunate thing, is that the narrative doesn’t deviate from the well-known story and therefore there was nothing particularly new about it. Some twists or turns would have kept us more invested in the story. The room is clearly a labour of love and this shows as we enter the first room, a magical forest complete with a candy-covered cottage. We were surprised as leaves crunched beneath our feet, a seemingly small detail but with a clear intent to increase immersion. It’s a beautiful room that fully captures the essence of the fairy tale. With plenty of space for our team of four to move around, we quickly set to work on finding a way into the cottage. The puzzles in this game are predominantly linear and feature mainly traditional padlocks, with only a couple of electronic locks. A digital keypad late in the game didn’t feel particularly in line with the game’s setting and slightly broke the immersion. There were a mix of more physical challenges, along with thinky puzzles. We each had our moment to shine throughout the games, as puzzles targeted different skill sets. There is a final bonus puzzle once you finish the room, which if completed before the timer runs out will unlock a reward. This was a nice touch! The hint system follows the standard Riddlr M.O., which is a flow chart showing the order of puzzles to complete and a corresponding hint button to press if needed. Hints in this room are contained within the pages of a magical storybook - which felt like a perfect match for the room. We still feel like using the flowchart is cheating, even though its use is built into the runtime - so we tried where possible not to look at it. I feel like this room has a lot of potential and will hopefully evolve and improve over time. It is clear that the folks at Riddlr really care about getting it right, so I have no doubt they will tweak and improve over the coming months. Don’t miss: we played this room as part of the two rooms back-to-back for £30pp offer, which is an absolute bargain!
Dino Deadlock

Dino Deadlock

M4 Escapes

  • Escape room
  • IRL
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.
Nautilus

Nautilus

Riddlr Escape Room

  • Escape room
  • IRL
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