Escape from The Witch's House in the WoodsEscape from The Witch's House in the WoodsEscape from The Witch's House in the WoodsEscape from The Witch's House in the Woods
1/4

Escape from The Witch's House in the Woods

Mostly positive (20 ratings)

  • Escape room
  • IRL

Mark as done to rate

"Escape from The Witch's House in the Woods" is an interactive puzzle event where you, an apprentice wizard, use your magic to escape from a wicked witch in the woods. The way out is said to lie beyond the nine rooms filled with puzzles and codes. In one, a large cauldron boils. In another, portraits begin to speak. Will you be able to escape from the witch's house, or will fate have a different plan in store for you?

  • 2-4
  • 50 mins
  • Not scary

Ratings

All ratings (20)

Mostly positive

Gameplay
Mostly negative

Reviews

@nicimm
nicimm

22 escape rooms

It was fun, nice way to spend a hot afternoon in air conditioning. The nine room setup was clever, letting the company get multiple teams through at once and thereby increasing revenue. Some of the puzzles were nice and the wand mechanic made for an interesting story element. I wish the hinting mechanic guaranteed escape while still letting us figure out most things ourselves though (we had to buy a retry for the final room). This might require a dedicated GM per team. Some of the rooms also felt a bit worn out and gross too (especially the snakes).

Gameplay
Atmosphere
Customer service
Ideal number of players

2

Jul 11, 2025 | Experienced Jun 22, 2025
@EscapingWithMyFamily
EscapingWithMyFamily

97 escape rooms

A very different kind of escape room concept that is super fast paced and fun in its own kind of way. There’s a lot of things I liked about it (the frantic rhythm of the nine consecutive room concept in particular) but there are also some things that made it a very flawed experience: The tablet technology is great but the over-reliance on it for reading and inputting answers for every single puzzle can be tedious. The aesthetics are solid for this kind of temporary space but lacks immersion compared to your standard escape room, plus the lack of soundproofing made it somewhat distracting and difficult to hear sound-based puzzles. The pay-to-continue option and arbitrary 10-minute limit for the final room also felt like a blatant cash grab.

Jan 3, 2025 | Experienced Jan 2, 2025
@EscapeRoomExplorer
EscapeRoomExplorer

228 escape rooms

While recommended by some as the ‘nine-room’ game of choice at Tokyo Mystery Circus over ‘Runaway Train’, ‘Escape from the Witch’s House in the Woods’ felt unnecessarily obtuse as a team of two. The narrative and world-building were a step above their ‘nine-room’ train escape, with several twists and turns throughout. The set pieces and the central mechanic of using wands to cast magic were interesting integrations into the experience, albeit slightly under-utilised and fleeting in practice. Where our previous SCRAP experience, ‘Runaway Train’, offered a hint book that could be accessed at any time, ‘Witch’s House’ allocated hints roughly every two minutes or so. Sometimes, these hints weren’t particularly helpful. While you could access a hint immediately, doing so came at the cost of forfeiting your remaining time for that interval. For instance, if one minute remained before the next clue was due, sacrificing that minute to receive the clue immediately became a frustrating trade-off. Naturally, as a player, you are inclined to wait, hoping to solve the puzzle yourself and save valuable seconds. This mechanic almost inevitably leads to frustration and desperation. Some puzzles were frustrating, difficult to interact with, and not properly reset due to the ‘nine-room’ design (with other teams ahead of you in the adjacent room and behind you in the preceding room). Several puzzles required players to reset props for the next team, yet we encountered multiple puzzles with misplaced or already-triggered props, leading to confusion and diminishing the experience. Additionally, with teams playing simultaneously in adjacent rooms and other escape rooms operating on the same floor, the space was noisy. This significantly hindered the solving of sound-based puzzles, which would have benefitted greatly from improved environmental design. If you finish a room quickly, you cannot advance to the next one until the team ahead of you has also moved on. While your timer pauses during this wait, it means the 50-minute experience can stretch to 70 minutes due to delays caused by other teams progressing—or abandoning their attempts—at a slower pace. As with their other ‘nine-room’ experience, the final room’s culminating meta-puzzle and other challenges in ‘Witch’s House’ felt deliberately designed to encourage players to purchase an additional retry ticket for ¥1000 per person. This ticket grants an extra 10 minutes to re-enter the final room, this time armed with a sheet of hints, as hints are not provided during the initial attempt. While the puzzles weren’t to our taste, some people do prefer this game over ‘Runaway Train’. We would recommend their 10-minute prison break room—it was fun.

Gameplay
Atmosphere

Props and sets were nice, but more thematic in design than atmospheric, cohesive room aesthetics.

Customer service

No real GM experience.

Story
Difficulty

Hard

Game tech

Mechanical

Ideal number of players

4

Scary

Not scary

Minimum age

15

Was anything broken?

Yes

Live actors

No

Physically active

Not at all

Easy to find location

Yes

Dec 6, 2024 | Experienced Dec 6, 2024
@Cheng2202
Cheng2202

38 escape rooms

A lot of tasks in short time so quite stressfull. Still it was fun and worth it.

Gameplay
Atmosphere
Customer service
Game tech

Mechanical

Jul 25, 2024

L

Lostonarock

354 escape rooms

Can be done in English, enjoyed the time pressure of lots of small rooms, unfortunately did not complete the last puzzle in final room. Definitely worth doing, good use of tech, puzzle variety and immersion.

Apr 18, 2024

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