Month: September 2017
There had been persistent rumours of a notorious criminal gang in London stockpiling money. Invitation To Events dispatched their top team to break into the gang’s safehouse and relieve them of some of their cash.
The quest began at the Enigma Quests building, near Liverpool Street. After a complimentary hot drink the team left the cozy sofas and soft bean bags to venture into London’s underworld.
Once locked inside the criminal gang’s safehouse, they knew they would have 60 minutes to escape with as much money as possible.
Dealing with highly confidential information the group navigated their way through top level security to find their way to the hidden vault.
Teamwork was essential.
Overcoming various challenges they made it through and were able to find the safety deposit boxes. However, the vault contained too much money to fit into their small case!
Decisions had to be made and some money had to be left behind. Escaping in time, they knew that only the teams escaping the highest sums would make it onto the Enigma Quests leaderboard.
Fox in a Box started in 2013 with an escape room in Vienna. Today its international franchise has over 20 location spread over 3 continents. Their stated aim is to have the brand Fox in a Box become the synonym for real life escape games. They currently have 7 different themed escape room adventures.
The Bunker – Madrid
Team “Invitation To Events” tried out the Madrid Fox in a Box and played The Bunker, which is one of the harder games in the Fox in a Box franchise.
The games masters were multilingual and the game can be played in English or Spanish. There was an initial problem with our game as it had been set up in Spanish! This was quickly rectified by our Commander in Chief (Costumed Games Master) who stayed in character so as not to distract from the immersion of the game.
The Bunker is set in the Cold War era. You and your team are sent to the hideout of a suicidal madman who has decided to take most of humanity with him. He has just activated the countdown to a nuclear explosion and you have 60 minutes to save the world.
Wearing combat gear, you and your team of secret agents enter a room with military plans, maps and wired technology…..
The Madrid game is played in a brick bunker which adds to the atmosphere. The room itself was very well decorated, and contained themed props. In fact one of the best bits about the game was the incredible Nuclear Briefcase which you must carry around to complete the deactivation process. This large piece of custom electronics was the star of the room.
We needed a little help – having the clues in English being one – but still managed to Save The World and make it out in time.
A great game that was a lot of fun to play.
“Ye who enter, abandon all hope.” — Well, the situation is not that dramatic but, as soon as the door closes behind you, the countdown starts. You have exactly one hour time to search through the bunker, use the items and tools you find, solve the puzzles, get the keys and codes to get into the control room and prevent the nuclear catastrophe. This cannot be done alone. Trust your skills and those of your agent-mates and maybe then – maybe!? – you’ll reach The Button… But, when the time expires, it comes the Big Boom!
Pie and mash shops, serving traditional working-class food, have been in London since the 19th century. Some are still found in East and South East London so it was a surprise when a friend invited us to one in Battersea.
However, this was no ordinary Pie and Mash shop.
This was the new Pie and Mash Shop Escape Room by Do Stuff Escape Games, located around a 5 minutes’ walk from Battersea Park Station,
We arrived early so we could enjoy Sunday Roast at The Grove pub, where the Escape Room is located. A cosy pub with quirky decorations, it offers a choice of board games to play with your drinks.
At the appointed time we made our way to the entrance of the pub and met our Games Master. After a briefing, he showed us to the Pie and Mash shop and the game began.
The Pie and Mash shop owner, Albert Bow, had gone missing. Our mission was to find out what had happened to him.
Traditionally, pie and mash shops have white tile walls with mirrors, and marble floors, tables and work tops, all of which are easy to clean. The room decoration and props were great and matched the theme. It was just like being in a very small eatery.
Play is not linear, as there are multiple points to get started. Consequently the team split up as soon as we entered, all searching for different puzzles and happily yelling out when we found something.
The puzzles were a mix of locks and codes, and mainly low-tech challenges. However, there were some creative ideas we’d not encountered before.
As you work through the room, you also find you are working through the story and the investigation. It was much more noticeable in this room compared to others we have played.
Having solved the missing person assignment, we still needed to get out of the shop. A code we thought had been used already turned out to be our downfall. We escaped but a little over time. That didn’t diminish our enjoyment of the game.
A great time was had by all.
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A group of us went exploring in the Cotswolds and discovered the motor museum that featured in the TV series Brum. The Cotswold Motoring Museum is in Bourton on the Water.
As shown in the show, the museum has a big collection of motoring memorabilia as well as vintage car collections, classic cars and motorcycles, caravans and models.
If you are interested in motoring history of the 20th century this is a great little museum to look around. We only had a short time there and it was difficult to drag the car and motorbike enthusiasts away.
- This was a television series from 1991 to 2002 about a small replica car.
- Each episode began with Brum leaving the other cars in the motor museum when the owner wasn’t looking.
- The story sees Brum head to the Big Town where he has adventures before returning to the museum.
- The car expresses himself by opening and closing his doors and bonnet, “bobbing” his suspension, and flashing and swivelling but the actors never speak during the show.
- The museum owner is the only human character who appears in every episode.
- The owner never notices Brum leave and has no idea about his adventures despite finding items in the cars seats at the end of each episode.
- The series was rebooted as a CGI series in 2016.
The game started with complete darkness.
Edgy, scary music designed to make players nervous…
We entered not knowing what to expect. Sure, we’d played other escape rooms. Ones where you sift through drawers and empty cupboards looking for clues.
But this game was different.
This game was the Breakin’ Blackwing’s Cave room with its superhero theme.
A superhero lair doesn’t have cupboards and drawers to riffle through, so this was going to be a different type of escape room. One that uses high tech gadgets. We’ve played them before too. Some use gadgets to progress the story. Some just add them because they can, without adding anything to the experience. Some gadgets work, some don’t. Some require feats of incredible dexterity.
Starting in darkness, our first task was to find some light, so we began by feeling our way around the walls ….
Good set design, shame about the puzzles.
The set design was good so we were hopeful that the puzzles would be too. Unfortunately that was not the case.
Our friends had played the Sherlock game as a team of 5 and warned us that, being a linear game, only a limited number players could solve things at a time. There were times when some of them had nothing to do except watch the others.
The Blackwing room is also linear but with only three players, we had more chance of puzzle interaction.
The game is played in darkness so it takes time to find the limited light source and get accustomed to the room. We didn’t find the lighting a problem. However we were frustrated with poor puzzle design, lack of puzzles and poor customer service.
**NB this review contains spoilers**
During the briefing we learnt that Blackwing was off fighting his arch enemy, while we were needed to defuse bombs inside Blackwings Cave.
Early on there was a major puzzle which we failed. I don’t mean failed to solve. I mean failed, as in the countdown reached zero and the “bomb” exploded. [note 1]
We were left wondering if that was really the end of the whole game. [note 2]
Having paid almost £30 each for an hour of puzzle solving, we expected the game to last longer than 15 minutes. Therefore, we searched for something else to do.
It soon became clear there was nothing else to solve so we used our Walkie-Talkie to ask for a hint. We were told we could continue trying to solve the failed puzzle [note 3] or to ask for a hack to bypass it and move on.
How many teams continue trying to defuse an exploded bomb, I wonder? Was this designed to hold teams up rather than provide enough puzzles?
We were feeling frustrated by this point and elected to take the hack. The hack released a second wave of tech gadget and maths based puzzles. Having maths geniuses on the team (not me) we were able to quickly work our way through the clues until we hit another major problem.
We found a secret “room” – an oppressive blocked corridor where two of the team got locked in. Although we “solved” the escape puzzle numerous times, nothing happened. Finally we asked for another hint, which turned out to be to continue doing exactly what we had been doing!
I was hot, frustrated, and claustrophobic by now. Spitting feathers, I shot back into the Walkie-Talkie “we’ve been doing that but nothing happens”. At this point another Games Master took over our game and told me that nothing was supposed to happen; the puzzle only gave a clue to the person outside the room. [note 4]
Escaping from the sweltering, cramped corridor we found the exit door was now covered with lasers that appeared to serve no useful purpose other than to block the doorway. The clock above the door had also stopped, even though we had more time remaining.
Our original games master arrived and warned that breaking the lasers would incur a time penalty. It wasn’t clear that escaping within the 60 minutes depended on exiting the door without triggering the lasers, so they just looked out of place.[note 5]
By now we were infuriated and frustrated. Escaping in 60 minutes was no longer a goal. We just needed fresh air.
Had we enjoyed it, the GM asked? No we hadn’t.
When we left we complained about the puzzle designs and the claustrophobic second room.
[note 1] The games master (GM) said defusing the bomb was a difficult puzzle to solve, especially as you had to connect the wires to defuse the bomb in a certain way. They added that in training it had taken the GM’s 40 minutes to solve that single puzzle.
[note 2] The GM said some teams have given up and walked out when they failed. I’m not surprised, as it appeared to us that the game was over after 15 minutes when the bomb exploded. Having paid almost £30 each, we demanded more for our money and expected to be given more puzzles to solve. (Maybe the other teams were not offered the hack.)
[note 3] The GM said if you wobbled with a connection at any stage you had to start the whole process again. This meant a lot of teams failed and had to keep reattempting it.
The GM tentatively asked if we still wanted a photo to remember the experience, as she could sense we were very disappointed. I stayed true to the room, but my fellow players pretended they’d played something different. Blocking the memory before we’d even left the building, huh.
We left feeling very angry that we’d wasted our time and wasted our money.
Other Online Reviews
I hadn’t spotted the online reviews until after we’d played the game. Although we had the worst time ever, the others didn’t find the room too bad. Here are their thoughts, which include some of the points we raised about the room. I have no idea if they paid full price, like our team did. All I can say is we did not find it enjoyable, and certainly did not find it value for money.
“It’s a pretty linear game. We played with four people, and I’d suggest three as the best number. Two of the larger sequences of the game are limited in how many people can get involved with them at once, so larger groups may find players standing around in these sections…..The number of puzzles in the room is a little on the sparse side.”
[note 4]”………..we had issues with the actual game design and flow. Sadly, we also struggled with their clue system, that hardly helped us when we got stuck.”
[note 5] “The puzzles in the room are mostly high-tech with some cool twists. Another warning for the end though: the game is NOT over once the timer stops. We failed to realize that and got all our leftover time deducted, because we thought it was already finished……The last game-element in the Blackwing room was such a frustrating ending to the game that we were fairly stomped afterwards……..”
[note 5] “…with a final puzzle sequence that incorporated two unusual techniques to make the game stand out – one of which happens after your clock has stopped. Given that, in every other room I’ve ever played, that meant the game was over, it left us a little confused at a time when the endorphin rush should have just kicked in. “