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Showing posts with label International. Show all posts
Showing posts with label International. Show all posts

October 26, 2019

Sauve Qui Peut: Wrath Of Poseidon (Saint-Jean-sur-Richelieu, Canada)

"Reussite = Success!"
Located about 40km (25 miles) from downtown Montreal, Sauve Qui Peut was a hidden gem in an otherwise remote and small town. There were quite a lot of games to choose from (nine) and we played "Underground Bar" (18+ theme with a lot of laughs) and, what many say was their best game, "Wrath of Poseidon". The review will focus on latter. From their website:

"The God Poseidon, powerful and undisputable king of the seas and oceans, deplores that for several decades now, humans have been heading towards disaster. They are all the same, unable to take care of the planet, they plunder forests, depopulate and pollute the seas. They jeopardize the survival of all species.

Poseidon is angry and now wants his revenge on humans who have betrayed future generations. He threatens to flood all lands to end the painful weakening of the planet. Your mission steal? Collect Poseidon’s trident before it’s too late…"

Set Design, Technology & Puzzles 

The set design was good with a lot of attention to detail. The start of the game took place in a submarine and was pretty standard as it involved opening quite a few padlocks. The later parts of the escape room integrated more unique puzzles with really clean game flow. There was a fun change of scenery towards the end that we appreciated and it connected well with the overall theme.

There were some sections in the submarine that seemed like a massive red herring but thankfully we were told from the start that they were purely for decor. One thing to note was that the physical space was tight so less players would be the ideal number, otherwise there would be a lot of running into people when navigating the room.

The overall quality of this game was far superior compared to many other small towns that we have played in.

Memorable Moments 

The final stage of the game tied extremely well with the overall theme. It was unique and something we have never seen before. We actually struggled a lot at this point when a child would have probably solved it rather quickly.

Room For Improvement

The start of the game was slow and ordinary. One of two padlocks are usually ok but when you have double or triple that amount in one room, it ends up being a lot. Also, the puzzles felt a bit forced, unlike the last stage where the puzzles felt more thematic.

Overall Thoughts

We had a fun time playing Wrath of Poseidon and highly recommend it if you are in the area. Work through the first part knowing that there is more to come and keep you numbers low in order to have the best experience.




  • Set design: Good
  • Difficulty: Medium-Difficult
  • Price: $30 CAD/person, private
  • Number of players: up to 3-8 (recommend 3)
  • Duration: 60 minutes
  • Overall Rating: ★★★★½
See their website here: https://www.sauvequipeut.ca/

July 5, 2019

Tulleys Escape: Dodge City, Nethercott Manor & Mutiny (Crawley, England)


Located 10 minutes from Gatwick Airport, we dragged our jetlagged brains straight off the plane to play three games at Tulleys. It was raining quite heavily when we landed so perhaps this idea ended up being a smart move rather than just a crazy enthusiast's ambitious schedule.

Tulleys Farms started off with haunted house and corn maze attractions and just like many other similar establishments, have expanded into the escape room world. Their cozy lobby with a fire place was perfect for a cold rainy day (in June might I add). From their site:

"Dodge City
Dodge City in 2127 remains a stronghold of the wild west. The constant tussle between the Sheriff and local gunslingers means there’s opportunity abound for some creative bank robbery for those with wits and courage.

As a member of the Notorious ‘Barn Door’ Gang you’ve been caught by the local sheriff breaking into the bank. Locked away with little hope, hired by an unnamed outlaw and facing the ruthless justice of the old west you’re left with only one option.

As the sun sets the race is on to break out, reclaim your supplies, pull off the bank job of the century and get out of Dodge City.

Nethercott Manor
The old manor house is entwined with local legend, the living don’t remember the Nethercott’s, the family’s hay day was long ago. Local folk talked, whispers were heard, rumours began, lights were seen within.

The Nethercott’s are long gone but something remains, an essence, a smell, a feeling, it’s in the fabric, in the walls, under the floor boards … it ticks, it creeks … take a trip into the past, uncover the family’s many secrets and glimpse their fleeting souls?

Mutiny
It's the year of our Lord 1672, and you be right in the height o' the golden age o' piracy…After years of sailin' the high seas, you and your crew have succeeded in your fair share of ambushes, and as a result – your ship is teamin' with bounty.

Yet you're still suffering beneath the cruel wrath o' Captain Starling - a notoriously bloodthirsty buccaneer, and your shipmates have decided you all shall take matters into your own hands. After all… you fought for the gold, so the gold is yours for the taking, aye?

Once the old seadog has retreated to his berth for the night, you make your move. Get in, get the treasure and get out. You won't have long before he starts to stir – and Starling shows no mercy to ANY soul…

Set Design, Technology & Puzzles 

Dodge City
One thing you'll notice is that all Tulleys escape rooms have huge and sprawling set designs. Dodge City was their newest release that took place in a western themed world. Although the story was set in the future (year 2127), the environment was predominantly based on a western world of the past and thematically, mostly void of any futuristic elements. The game started off with split groups in a normal setting and then ramped up to a larger world where a splendid space awaited our arrival. The rush of discovering new areas did not disappoint one bit in this game. Just watch your head as you go back and forth between some areas!

As for the puzzles, there were a lot of things to do. We rarely ever recommend more than four people but extra bodies would definitely help with the amount of parallel puzzle solving needed. There was a lot of searching and careful observation required throughout the game and the more eyes, the better. One of the styles that I enjoy the most fit in perfectly with this room: a ton of "aha" puzzles that kept it a fast paced game with a lot of quick wins. The puzzles were on the easier side so the challenge was the sheer amount of things that we needed to solve.

The theme was also light hearted and the set was bright, in contrast with the darker and creepy Nethercroft Manor game.  Dodge City was Tulleys most robust escape room and you can see the the improvement over their previous efforts in both design and game flow.

Nethercott Manor
The style of this game was similar to Dodge City in that the environment took place in a very polished and large space and the game play was centered around an abundant amount of relatively quick-to-solve puzzles. Nethercott Manor seemed to have have even more things to do than Dodge City which was already an action packed game. The game has enough content for a 90 minute session so we highly recommend bringing as many people as you can to complete it within the allotted 60 minute time slot.

An additional unique aspect about this room was that when we thought we were close to the end, another secret room popped open. This constantly occurred which kept us in the dark of how much we had left to complete. We admired how the game and set unwinded as we progressed and combined with a magnificent recreation of a house made for a really fun experience. The setting was on the dim side (not too dark) and there were some jump scares but the vibe was more creepy and never scary.

Mutiny
This was one of the first rooms that Tulleys opened in 2016 and it was pretty impressive with some large physical custom contraptions. While not as grand as their newer rooms, it was definitely larger than almost anything you could find in London. There were a few cases when we weren't sure if we had solved a puzzle but overall it was an excellent entry level game. Expect to see some nice effects rarely seen in other escape rooms.

Memorable Moments 

Dodge City/Nethercott Manor
The overall experience of traversing the sets while solving so many things was incredible! It's an amazing adventure with splendid custom contraptions and a lot of fun moments.

Mutiny
The really big physical puzzles are impressive and amazing to see for the first escape room creation by Tulleys.

Room For Improvement

For all the games, there was good amount of tech but also quite a lot of padlocks/keys, which was fine given there were so many things to solve, but there's always that extra magic when a room is void of padlocks.

Overall Thoughts

Dodge City was quite the treat for us and a definite highlight in the greater London area. Nethercott Manor was a close second, perhaps due to the theme as we typically prefer light hearted games. We are happy to award Dodge City our highest rating of 5 gold stars! It's rare to see an escape room with so many things to accomplish in such an immense and wonderful environment!
  • Set design: Excellent! Expansive and polished
  • Difficulty: Easy puzzles but twice the norm for 60 minutes
  • Price:  18£ - 30£ person 
  • Number of players: 2-8, (we recommend 4-8 and frr Nethercott, as many people as possible!), private
  • Duration: 60 minutes
  • Overall Rating: Dodge City ★★★★★, Nethercott Manor ★★★★★, Mutiny ★★★★
See their website here: https://www.tulleysescape.com

Disclosure: Tulleys Escape Rooms & Games comped the tickets for these games

February 18, 2019

Magic Escape Room: Fuga da Azkaban / "Escape from Azkaban" (Rome, Italy)



Magic Escape Room's "Escape From Azkaban" was touted as one of the best escape rooms in Rome. It seemed like all their games were available in English so it was easy for us to book without having any language concerns. Note that in Rome, most escape rooms take payment in full in cash, a stark contrast to what we see in North America

"As you are returning from a party with your friends, in the middle of the night, you become distracted and lose control of your car. The car swerves, breaks a fence and you find yourself facing what appears to be an old abandoned country house. Under an incessant storm, decide to seek shelter ...Will it be a good idea?


Game Play, Set Design, Puzzles

There was a good mix of puzzles ranging from riddles, search and correlations. The story took place in the Harry Potter world with significant references throughout the game. The game succeeds in creating a fun atmosphere without having to resort to high tech elements. There were more padlocks than the latest rooms we've played in America but the group still ran around as if they were students in Hogwarts. The hint mechanism was pretty creative and also had a strong nod to the Harry Potter movies.

Memorable Moments 

For Harry Potter fans, being in the universe is quite the delight. For me, as a muggle, I would say the GM interaction was fun and thematic.

Room For Improvement

There was more than one puzzle that used some of your senses other than sight and touch. One puzzle would have taken me, and it seems many others, forever to do because not everyone has an ear for certain things. Other than that, experienced players may fly through this room.

Overall Thoughts

This family friendly room was fun for our entire group and even if you aren't a Harry Potter fan, you will still have a great time.




  • Set design: Great
  • Difficulty: Medium
  • Price: 30€-110€ ($34-$126) for 1-6 people
  • Number of players: 1-6, private (we recommend 2-4)
  • Duration: 60 minutes
  • Overall Rating: ★★★★½
See their website here: https://www.magicescape.it/en

January 15, 2019

Escape Room Roma: The Ring (Rome, Italy)

This Ring girl shrieked like the real deal

Escape Room Roma has something called a "Real Movie Experience" and these games, on their site, are separated from their regular escape room games. There is no clock as the goal is for you to experience the complete session and teams typically take between 50-85mins to get through it all. We requested if we could play the room in English and they obliged which we are extremely grateful for. We were also the first non-Italian players to play the game so once again not a simple task for their staff and actors. The translation was pretty much spot on. There were no issues except for one minor detail with a book that was not translatable but we were able to work it out.

I played with two other people who jumped at everything and we had one person who decided not to play a few minutes before the start time because of the theme. Special thanks to Sarah for being a good sport and playing even though you jumped at everything. The scariest parts for me were my teammates literally jumping across the entire room when something spooked us. From their site:

"As you are returning from a party with your friends, in the middle of the night, you become distracted and lose control of your car. The car swerves, breaks a fence and you find yourself facing what appears to be an old abandoned country house. Under an incessant storm, decide to seek shelter ...Will it be a good idea?


Game Play, Set Design, Puzzles

The start is great as you are thrust into a very believable world of the Ring. The game is largely played in the dark and featured the creepy AF little girl from the Ring. There are a lot of jump scares and loud sounds that will scare anyone and I applaud the actress for being able to shriek like an actual demon girl. There was one room where a light would sometimes turn on and off but 80% of the game is in the dark where you have to use artificial candles to light the way.

If you enjoy horror, you will like this room. If you don't, you will be stressed out to the point of exhaustion. The actress played a huge role. She was great. The puzzles were mostly average but of course you're not going to play this game for the puzzles.

Memorable Moments 

You wanted a movie-like experience? You got a movie-like experience! The fantastic start and strong finish will forever be in our memories.

Room For Improvement

There was more reading than I would have liked for a room that takes place mostly in the dark. I prefer not having to read more than two sentences and could be just me. It's especially difficult to read multiple pages of text when your trying to brace yourself for when your teammates dig their nails into your arm every few minutes.

Flashlights might have made things a lot more convenient but that might also lower the immersion because it wouldn't have been so dark so not sure how well this would work out.

Overall Thoughts

We are not horror fans, we don't watch the movies and didn't even see the ring. Yet, because of my affinity for escape rooms, we've played Zoe and Murder Co in Los Angeles which are some of the most intense and scary games in the US so some great references to benchmark against. Zoe was perhaps a tad scarier whereas Murder Co. was more twisted than scary. For horror fans you will truly be delighted at this Real Movie Experience.




  • Set design: Excellent
  • Difficulty: Medium
  • Price: 90€ ($103)/ for 4 people +18€-20€ ($21-$23) per additional person 
  • Number of players: 4-10, private (we recommend more than 4 to make it less scary :D)
  • Duration: 55-80 minutes
  • Overall Rating: ★★★★½ (★★★★★ for horror fans)
See their website here: https://www.escaperoomroma.it

January 13, 2019

Unreal Room Escape: La Mina / "The Mine" (Barcelona, Spain)

Get ready to get dirty

A mine...how good could a game about a mine be? That was my first thought when I heard about the game and given it was one of the top recommendations from Spanish bloggers, we were happy with try it out. A lot of games in Barcelona also seem to be 90 minutes in duration and La Mina was one of them. From their site:

"For more than a hundred years, the St. Louis Mine was used as a source of mineral resources, until an unexpected explosion caused all its workers to be trapped inside. Since then many have speculated on all kinds of hypotheses about the event ... The Dunklerde company has managed to reopen the Mine and has expressed its commitment to take charge of the recovery of all the victims who were trapped in the place. However, its real purposes are not entirely clear, since according to expert voices, the mine no longer has as many mineral resources as before. This situation has revived the old rumors of the existence of a strange and valuable source of minerals in the mine, which is why some say that the real objective of this company is to find them. Will the rumors be true? What mysteries does the St. Louis Mine hide?"

Game Play, Set Design, Puzzles

First off, prepare to get dirty. Yes the set feels like a real mine so you will get dusty. Second, there are a LOT of things to do. The excitement of doing a million things was extremely fulfilling and oh so much fun. The set felt on the larger side and they really, really maximize the space that they have to an impressive level. You will not realize that you are in an office building once you start the game.

There were a few elements that required more than usual physical force (we were so gentle with props) and when we asked the GM for approval and she replied with "yes c'mon!". There was lot of gathering of items and everything was logical and fair. The flow and progression of the game was natural and each section had something unique and charming to do.

Also, if you stumble upon a door to the toilette during the game, rest assured it is just an ordinary toilette.

Memorable Moments 

The variety of effects, while not large in scale, perfectly immersived us in the environment. There were multiple  "wow that's really cool" moments when we solved a puzzle or saw a reveal that made the game come together and feel realistic. The ending was great and suspenseful and you will be in for a ride when you play this game. Two experienced players are enough for this game.

Room For Improvement

We did see a couple of exposed screws that should probably be shaven down or covered. Those who are touchy feely may have an unpleasant surprise.

Translation:
There was one Spanish-only clue and one incorrectly translated English clue. Sarah knew basic Spanish so we were fine, otherwise we would've asked for a hint. The intro videos were also only in Spanish so I didn't get the storyline. [UPDATE] We were informed that English subtitles were added to the videos and that the other two clues will also be updated

Of course, we were in Spain so it's like saying a room in America only had English intro videos. We were grateful that the game was playable in English.

Overall Thoughts

The pace of the game and the look and feel was perfect. The props and the transitions were excellent and vast tasks to accomplish (when two players at least) made us happy. We loved this game and it is a must play in Barcelona!




  • Set design: Perfect for a mine
  • Difficulty: Medium
  • Price: 16€-33€ ($18-$38)/person 
  • Number of players: 2-7, private (we recommend 2-3)
  • Duration: 90 minutes
  • Overall Rating: ★★★★★ (The future of entertainment)
See their website here: https://unrealroomescape.es/hospitalet

See Room-Escaper's review (in Spanish but Google translated into English) here.



January 11, 2019

Escape Barcelona: Alien : El Origen (Barcelona, Spain)

"They're everywhere!"
Touted by a few Spanish bloggers as the "top escape room in Barcelona", we were ready to see this game for ourselves. We were the first players from outside of Spain to play this game and this should really help the accuracy of stack rankings for the TERPECA project. Two locals accompanied us for the game in case we needed translations but all essential portions were in English so we didn't need any help. We also learned that it took over a year to create this escape room with a full time building staff.

From their site:

"Forma parte de la tripulacion de la USCSS Escape y viaja al planeta Thedus./ Be part of the crew of the USCSS Escape and travel to the planet Thedus."

Also, special thanks to Victor from the Spanish blog Room-Escapers for all his recommendations in the city!

Game Play, Set Design, Puzzles

The immersion was great and the feeling of being in an "Alien" movie was pretty darn good. Those who have played the official Alien VR game in Anaheim will see some similarities in terms of the environment and the intro to the game. The start was stellar and there was a good variety of puzzles that required dexterity and some video games like elements. The puzzles were fun and on the easy-medium scale of difficulty and the overall experience was superb.

The game branches off with split teams and four players was the minimum needed as there were some puzzles which require at least two people per track to complete. Event though the teams are split, the tracks are 90% the same so that should alleviate FOMO concerns which some enthusiasts may experience.

Several independent decisions were made by both teams that not only affected the other team's gameplay, but also the ending of the game. Of course, the other team made a decision that made our tasks significantly more difficult, which often happens as Sarah is a little devil.

There were nine possible outcomes in "Alien : Origen" which goes to show how much thought went into the creative process. There are some frantic moments that recreated scenes from the movie and our performance had consequences in terms of the final outcome. One of the tasks was daunting with just two players but that's just part of the game play so there was no need to panic too much.

The ending was great with everyone scrambling to complete the final few tasks. If we were more than four it would have been overly crowded in some tight corridors so we recommend playing with exactly four players.

Memorable Moments 

You wanted a movie-like experience? You got a movie-like experience! The fantastic start and strong finish will forever be in our memories.

Room For Improvement

There was an instance where we completed a task but were not aware that this was the case. This is being very nitpicky, it wasn't a big deal at all. On a separate note, puzzle snobs may feel that the challenges may be a little straight forward for their tastes. It was so fun we wanted more!

Overall Thoughts

The adventure of playing this game was a real treat. We suggest playing with exactly four players in order to maximize the game play as it's not possible with two and would be crowded with more than four. While not the most puzzle heavy game, the thrill of running through a nicely sized alien spaceship and the overall experience was top of class.




  • Set design: Awesome Alien spaceship!
  • Difficulty: Medium
  • Price: 17€-25€ ($20-$29)/person 
  • Number of players: 4-10, private (we recommend exactly 4)
  • Duration: 60 minutes
  • Overall Rating: ★★★★★ (The future of entertainment)
See their website here: https://www.escapebarcelona.com/en/

See Room-Escaper's review of Alien (in Spanish but Google translated into English) here.


October 23, 2018

Escape Room World Record in Moscow, Russia!


We interviewed the Guinness Book of World Records holders for most escape rooms attempted in 24 hours! Rich Bragg, Amanda Harris, Dan Egnor and Ana Ulin were able to accomplish this feat in October and we had some fun discussions with them below.

The Facts

Rooms Attempted: 22
Rooms Successfully Escaped: 21
Location, Moscow, Russia
Team name: Bloody Boris's Burning Bluelight Brigade

Bloody Boris's Burning Bluelight Brigade

Some Rules From A Guinness Book Of World Records
  • Rooms must be at least 30mins long (teams can leave earlier if they succeed)
  • Participants must have footage of the full 24h or have an official present
  • No private transportation
  • Each escape room must be open to the public in a recognized venue.
  • Must achieve a 50% success rate

Left to right: Official, Rich, Ana, Dan, Amanda

Congratulations on the record! It's only something that we mere mortals could think about ever accomplishing! Let’s start off with a little about yourselves:

What is your room count number after Moscow and what is your success rate?

[RB] As of the end of the trip, I had played 566 rooms, and failed 24, for a success rate of 95.8%.

[AH] I ended the record attempt at 902. I left Moscow at 917. And I did one room since getting back home... at 918, my overall success rate is 92.7%

[AU] After Moscow, I've played 422 "classic" escape rooms (i.e. not counting things like SCRAP "Ballroom Games" and other escape-adjacent experiences). I believe this makes me the least experienced escape room player on the team. I'm not sure exactly what my success rate is, I don't keep track of it -- I play rooms for the fun of it, and generally am not very competitive. Off the top of my head, I think I might have failed to escape about a handful of rooms total (one of them during the record), which means something like a ninety-something percent escape rate.

[DE] I'm somewhere in the mid-400's. I still need to get my spreadsheet updated post-Moscow! At this point, including Moscow, I think I've failed something like 6 of those? For a while I could remember them all in my head, but now I'm losing track, I really need to start indicating that somewhere.


I had the chance of playing with all of you in NOLA (as a wallflower) and wow, I think we had 4-5 records in 10 rooms. I use the term "we' loosely. What is the ballpark number of records you think you have set? 

[RB] Actually, I can give you a fairly accurate number, as that's something I track!  It looks like my team has set some kind of record in 167 of the rooms I've played, which is just under 30% of the time.  That said, this number isn't too meaningful, as it is a lot easier to set a record for a room that hasn't been open very long, and I have no way to tell how many of those records are still standing -- I would guess a very small fraction.  Also I have found that the best way to set a record is to pick really smart teammates.

[AH] I don't keep track of those! I usually only accidentally set records...the only room I ever went into thinking "I'm coming for you, record!" is one where they said if we got out in under 45 minutes, they'd refund our money, and it'd never been done before. We got out in 43 minutes and change! Apparently my motivation to set records is only for money's sake, not glory. But I think Dan, Ana, and Rich have a bit more of a record-setting reputation than I do!

[DE] Oh I have no idea! Fewer than Rich, I'm sure. I think in Moscow we only set one, which isn't too surprising given how we were working through language and cultural barriers, and also escape rooms are super popular there.


I get this asked all the time so I'm sure you get it as well but ever consider opening up your own room? What would it be like?

[RB] No thanks. :)  Having played this many rooms and being friends with many owners, I have seen what it takes to run a top tier room and I can say without hesitation that it isn't for me.

[AH] It's a distant fantasy! I have gotten to know a lot of owners over the years so I know that it takes a special blend of creative juices, customer service savvy, and entrepreneurial drive that I don't think I have curated. I think if I ever made it there, though, I'd focus on whimsical and silly themes. I love the playful side of escape rooms!   

[AU] I would consider it, with the right people and mostly for fun. I haven't really given it any more serious thought than that, so I don't have any ideas on what it might actually be about.

[DE] I've consulted on room design which I think is about as close as I'd want to come. Running a small business -- hiring, firing, finances, real estate, permits, marketing, customer service -- that is so, so, so not for me.



About Moscow and the Record

How long did it take to prepare for such an endeavor?

[RB] Well, I first applied for the category to be created with Guinness in December 2017, so that's probably what I'd consider the starting point, and what followed was many months of prep work coordinating with Claustrophobia, refining the record guidelines with Guinness, and then all the logistics of the game day itself.  This took a little bit of foresight and planning you might say.

[AH] There were many, many hours of planning that went into the whole ordeal. I'm reluctant to even put a number on it. We chased a couple of plan tangents early on that didn't pan out. I spent a lot of time obsessively triple checking addresses and plotting out our points on maps to eyeball the transportation times, even though Claustrophobia had helped us with a lot of that planning, already...but without all that effort, I wouldn't have felt nearly as prepared, going in, so I wouldn't call it wasted!

Rich handled all the back and forth with Guinness, and Dan did our Go-Pro sourcing and testing. Ana and I were fitting in the rest of our trip's plans around the record. We also all had separate, other travel planned right before the trip, so we were feeling the heat even starting in early September!


What did you eat on the Record day?

[RB] Let's see, I think I had a light snack the morning before we started because I was prioritizing sleep over food and I knew that we had a fairly early lunch planned.

Then Claustrophobia generously arranged for lunch and dinner to be hot and ready for us at two of the locations.  For lunch we had some kind of delicious pita sandwiches and for dinner we had pizza. I did pack a bunch of snacks in my bag, but I think for the most part I forgot to eat them.  Amanda packed a bunch as well and I think I had a little of hers when she was passing them around.

In the wee hours of the morning towards the end of the attempt, the Claustrophobia crew asked if we wanted to have them arrange for breakfast at our next stop, but for some foolish reason we declined.  I think the bottom line for me was that I ate way less than I probably should have!

[AH] We had coffees from the hotel bar to start. Breakfast is for people with free time!

We ordered some sandwiches mid-day (which were really tasty but I can't remember exactly what style they were...maybe someone else will fill in that detail!), and pizza was delivered in the evening to one of the Claustrophobia locations for us. I snacked on some cheese and nuts and chocolate along the way, from my secret stash. There were water, tea, and coffee (and occasional cookies) in each Claustrophobia lobby so that helped keep us hydrated and caffeinated!

Mostly I fed on puzzles. And on the brainwaves of my teammates. Nom nom.



How many "must do" rooms did you play during the record and then outside of the record but still within Moscow?

[RB] "Must do" rooms is a tricky subject, particularly when discussing the ones we played in Moscow. My two favorite rooms from Claustrophobia (which as a company I felt had the highest bar for consistent quality over many rooms) was Alice in Nightmareland for its amazing set and particularly strong puzzles (which we played during the record attempt), and Ghostbusters for its special effects and production value (which we played after the record attempt).

Aside from those, the real standouts for me were the ones that pushed boundaries on what I'd seen before, which in a way means they're really only must plays for a certain subset of daring adventurers.  Quest-Art's Insane Paranoid was the best horror room I've ever played, for instance, in that it actually had some legitimate character development and plot to go with the abject fear.  Sacrum Labyrinth, also in the horror genre, was amazing as well for its *enormous* labyrinth of a set in a giant burned out abandoned building that you couldn't just find in your typical office park, not to mention their pet fox in the lobby!  And even KvestLocks's Home Video was noteworthy in that you just wouldn't see something like that in the U.S.

[AH] It's hard for me to point to any individual room and say "This room alone is worth getting a Russian visa, flying across the world, and playing" to other US enthusiasts, but to get to play a selection of Moscow's rooms and to take in the amazing city sights (and the delicious food), it really is a highly recommendable trip! There were points where it wasn't effortless to be a tourist, because of the language barrier, but we put ourselves in some of those situations to try and play more games. It was very accessible, overall.

Claustrophobia had a lot of high caliber rooms, and Moscow in general offers a lot of sophisticated options with actors in the rooms, especially if you want to explore the horror genre. I think if we were to plan this trip all over again, we'd have tried to make more actor-driven rooms (and maybe more horror rooms!) work, even though those aren't the ones I usually gravitate towards. For some of the actor rooms and LARP experiences, the language barrier is an issue, unfortunately.

Dan put together a document that has our "noteworthy games" called out, but my personal faves are:

Claustrophobia (from the record attempt)
  • Rise of the Machines -- This was luckily one of our first rooms of the attempt. It taught me a lot about the physicality and clever thinking that would be required of us in rooms throughout the rest of that day (and the week!).
  • Terra Incognita -- This was one of the "simpler" rooms that we tackled, difficulty-wise, but I liked the way it branched off into different themes. 
  • Breaking Bad -- As a fan of the show, this was a cool glimpse into what room themes are possible without IP concerns.
  • Houdini’s Academy -- This room asked us to do some things that American rooms wouldn't dare to. 
  • Stir in Springfield -- Similar to Breaking Bad, this is just the kind of thing you won't see in America.
  • Alien -- For one tiny fun detail in particular, this room will have a warm spot in my memory forever!
  • Arctic Bunker -- This room also has one late-game detail that will stick with me as a very cool way to give players agency and influence in a room.
  • Alice in Nightmareland -- The set and some of the puzzles of this game really blew me away, even though it was 23 hours in!
Other:
  • Geksa: Transformer -- This was a very cool take on a "white room" with some impressive mechanical and tech work.
  • AtmoQuest: Missing in the Forest -- This was a really well done outdoorsy, spooky room, with very cool uses of light (and the lack thereof).
  • Cubiculum: Pepelats -- I loved how playful this steampunk room was, with a few cool tricks I hadn't seen used before.
  • Quest Lock: Home Video -- If you like risque rooms, like Komnata's 7 Sinful Pleasures, this is a step up, with actors and some playfully raunchy interactivity.
  • Wember: Once Upon a Time in America -- This was one of (!) the rooms that encouraged drinking during gameplay, and I liked how the story progressed via interaction with the actors. It was also kind of neat to see a Russian take on what 1920s America was like!
[AU] There were a few standout rooms that we played during the record:
  • Rise of the Machines: some novel mechanisms, good set, tight puzzles.
  • Houdini's Academy: has a big number of large-size physical puzzles that fit the theme well, and some fun mechanisms and unexpected things that I haven't seen in any other room.
  • Alice in Nightmareland: gorgeous set, some standout puzzles.
  • Honorable mentions to Alien for being generally a well-executed room with a cute detail, and Arctic Bunker for some really unusual ways to interact with the room and the scenario.
  • Outside of the record, some other interesting rooms we played in Moscow:
  • Cubiculum: Pepelats: A very fun room based on an old Soviet cult sci-fi movie. Lots of humorous details, good puzzles,
  • Geksa: Transformer: This is a very cool room in the "white room" genre, very well executed, cool tech, etc. It is also completely language-free, which is not easy to do and very cool.
  • Quest-Art: Insane Paranoid: This is in the genre of escape room that is light on the puzzles (there are just a few tasks you have to perform), and very heavy on actors and immersion. I am not usually into horror, and wouldn't normally book and experience like this, but I was curious to see what a Russian interpretation of this genre would be. I was very impressed with the quality of the acting, the artistry of the set and the lighting, the fact that there was a story that made sense (and not just the usual "you've been kidnapped by a serial killer, here is some fake blood and a toilet for you to reach into" that you've see in the more mediocre horror experiences)
  • Barabaka: Moonshiners: This room had some good puzzles, real alcohol and real soviet-style soda that you could drink. I think we would have enjoyed it more if we wouldn't have been as heavily hinted along by the GM. I liked the soviet nostalgic ambiance and set, and the obvious love for detail that has gone into making this experience.
  • AtmoQuest: Missing in the Forest: Very well done room, with a "in the forest" theme, featuring a ton of actual cut trees that have been brought indoors.
  • Sacrum Labyrinth: This is a 90 min experience in a sprawling indoor labyrinth, light on the puzzles and with actors. This one stands out for me just for its sheer scale (2,000 square meters, they say on their site). We didn't escape from this one, largely because it was hard to find the items we needed in the dark labyrinth -- we spent a lot of time walking in what were probably literal circles in the labyrinth.

[DE] Everyone else's favorites are mine too. And like everyone else I'd say "must do" is a tricky thing under the circumstances. 

Fun after the World Record run

Do you feel that some of the rooms played would have been more enjoyable under more normal circumstances?

[RB] Not really - one of the best rooms of the whole trip was the last room of the record attempt, and I still feel like I could appreciate it just fine.  Plus in some ways the record attempt may have even added some level of enjoyment that might not have been there otherwise.  All told, I think it was a net positive.

[AH] A lot of Claustrophobia enthusiasts seemed to react this way (on their social media), to say there's no way we could have enjoyed all the rooms by playing this many in a row. I think I enjoyed the rooms as much as I would have, any other time, except I think I spent a little less time wandering around being wowed by set than I might have if we hadn't had the overall time crunch. It'd have been nice to get a walk-through for some of the rooms and to chat with the game masters, after, but for the rooms themselves, I think I still enjoyed them very much! I'm not what most people would call "normal", though. We've all put in our practice with marathons of 4-5 rooms, 7-8 rooms, and 9-11 rooms first!! You have to work your way up :)

[AU] We had all done marathons of ~10 rooms a day before, so the 22 room record wasn't that far outside of our "normal circumstances". One of the rooms I enjoyed the most was the Alice room, and that was the last one on our schedule for the record day. Which is to say that I don't think I would have derived more enjoyment under different circumstances. Maybe, with more energy, I would have made a lot more snarky comments about the things that didn't seem as good.

[DE] Maybe a little more. But maybe it would have been *less* enjoyable. Being in a permanent puzzle state, where your whole recent memory is given over to escape rooms, and your immediate future is also given over to escape rooms, really puts you in a different place, it's immersive in that way that only fairly extreme long term experiences can be immersive. Being in another country and all the weirdness that always entails is also helpful that way. There's something about the sheer surreality of it all that just breaks the brain down and all that's left is room and puzzle.


In how many rooms did Dan lie down on the floor? And of those times, how many were actually necessary?  

[RB] Shockingly, I don't remember Dan ever lying down during the record attempt, though that doesn't mean it didn't happen!  I guess he must really have been taking things more seriously than usual. :)

[AH] I lost count. But I would argue that 100% of the times that Dan lounges in rooms are necessary. He usually gets back up with some sort of valuable insight and/or a report on the dust bunny situation in the room. I certainly found myself slumping in corners and laying in the floor more on this trip than on most, especially near the end of the record attempt. And this was BEFORE we found the rooms that encouraged drinking! 

[AU] Not as many as you'd think. At least I don't remember him lying on the floor much during the record. He did lie on the floor in the "forest" of AtmoQuest, which meant that he was covered in dirt afterwards. The usual.

[DE] Hahaha as much as possible and it is *always* necessary!


Were there major things that you saw that wouldn't fly here in the US? Other than unofficial IP or the lack of emergency exits?

[RB] I think the biggest thing is that I feel like the US has really gone pretty far since the early days of escape rooms in making it so that clearly marked and discussed emergency exits and even things like handcuff releases are the norm.  That was not usually the case in Moscow - we rarely had an emergency exit, and in fact, in some cases there were buttons that *looked* like emergency exits that we were actually supposed to press as part of the game!  I didn't really feel unsafe, but it was definitely different enough that I took notice.

As for things like the more boundary pushing games that we played, I actually think they could fly in the US, at least legally speaking - they just might not be as popular here.  For instance, I would imagine some of the more extreme haunts in the US would probably not be too far off from what we experienced in the "hard with pain" horror rooms we played, and I would imagine that anything we experienced in Home Video could be experienced at your nearest friendly neighborhood strip club.

Now, this doesn't mean there *aren't* games there that go beyond what would fly in the US, I just don't think we played them.

And yeah, since you mentioned it, lots and lots of IP infringement. :)

[AH] Some of the adult themes and actor interactions would be dicey in the US. The unofficial IP and lack of emergency exits/safety protocols are the most notable. There were still plenty of low ceilings for the tall people among us to run into! Somehow I hurt myself on fewer splinters and exposed screws (and open cabinets placed just where I could stand up into them) than in the US, but maybe it was because I wasn't expecting safety! I encountered more uneven terrain and disregard for gravity inside the rooms than I'd have predicted!

[AU] Actors that touch you, some uneven floors, lack of emergency exits. I never really felt unsafe, but then we didn't seek out any seriously "underground" experiences. Honestly, I didn't experience anything that was shockingly outside of what I've seen in the US; just a little boundary-pushing here and there.

[DE] Different safety standards. More contact, more extreme content. Much more willingness to get physical! Have you ever been in a regular old escape room and suddenly boom it's a 25 foot climbing wall to get to a switch and you're like "welp, up I go" and then someone else comes through the door and says "hey... uh... whaaaat are you doing up there??" and you're like "flipping this switch, obviously". No? That's because you haven't been to Russia. Rooms here are all so boring with that whole "nothing above yea high" and "no physical force" business.

Dan: "Much more willingness to get physical!"

How were the people? Was it easy to get by with English or did Ana have to be the Communications Officer most of the time?

[RB] I found pretty much everyone we interacted with to be super friendly and welcoming, and even the best English speakers would constantly apologize that their English wasn't better.  That said, it was definitely a huge asset to have Ana around for the times when people couldn't or didn't want to speak English.  There were a few times when Ana wasn't around that we had to use Google Translate to communicate, and even those times worked out fine, so I do think a trip would certainly be possible with a bunch of non-Russian speakers - you'd just want to be sure to add some padding in your schedule to account for the expected loss of efficiency.

[AH] For the rooms, each location knew that we were coming ahead of time and that we needed as much English as they had available for us. Those amounts varied, though. A handful of our record attempt rooms were in Russian only, so we'd gather around Ana and watch her listen to audio or communications from the game master before relaying the important stuff to us. She was irreplaceable in that regard! We couldn't have played those rooms without her, at all.

On my own, in the city, I felt like staff and employees at most places went above and beyond to try to accommodate me. If they couldn't speak English, they'd try to find someone who did, or produce a picture-based menu for me to point at. Sometimes they'd say (in more or less great English) that they didn't speak English, so I just tried to stay cheerful and meet them halfway! In the middle of a busy cafe or restaurant, I sometimes felt like a burden. I wouldn't say it was 100% easy to get by with all English, but it wasn't terribly difficult for the types of places I was visiting.

For most of the week, I was incredibly spoiled by having Ana nearby. Naturally, once anyone realized that Ana could speak Russian, they'd default to Russian, even if they had been speaking English to us just before. Without her, I would have been relying on Google Translate and taking 3x as long to get anything done!

[AU] It varied a lot. Some people spoke good English and insisted in apologizing profusely for their "bad English"; some people didn't even try and insisted in Russian. 


Do you foresee yourselves revisiting this record if it were to be broken by say Sera and Sharan (they have done +1,000 escape rooms) or someone else?

[RB] I doubt it, but I certainly wouldn't rule it out if the circumstances were right.

[AH] I hope our crazy shenanigans inspire someone else to take it on! But I don't know that I think there's a lot of wiggle room...you're not supposed to include rooms that you've played before, so I don't know where else we'd try this! If someone tops it with 23, maybe 24 is doable, but if someone magically cranks out 26, I don't think 27 is in the cards (unless a huge influx of 30 and 45 minute rooms crop up somewhere!). I will likely be satisfied with "being the first" if it becomes a bidding war :)

[AU] If my teammates were jazzed to do it and wanted me to join them, I'd do it. But I'm not a very competitive person myself, so really I wouldn't care that much either way.

[DE] I'd probably let their record stand! I'm happy checking off the bucket list item, I don't need to defend it. And like Rich said, I'm not even sure where I would.


Will you hang the award up in your house? Perhaps above the bed? 

[RB] I might hang it up in my office.  Probably not above the bed. :)

[AU] No

[DE] Haha I don't think Ana would let me lol.

[AU] You can put it elsewhere in the house. Just not over the bed. We get enough weird dreams as it is already.

[AH] Rich has the presentation award, and I'm not sure of his plans for it! When we get the "real" version (with the number of rooms on it) I'm hoping to get a copy that I can hang up. My college diplomas have had enough time on the wall...time to put up some REAL achievements!

Lined up by height

What is ONE thing that you will always remember from this trip?

[RB] I somehow got to pet a cat, an owl, a hedgehog, and a fox all in the same weekend!

[AH] That's a hard question!! From the record attempt, I think I will always remember our Claustrophobia contact playing "We Are the Champions" on her phone as we accepted our award certificate!

[AU] The pet fox at Sacrum Labyrinth, named Mila. We spent a bunch of time playing with her before our play. I had never pet a fox before.

But from the whole trip...maybe the cat circus? Maybe eating pine cone jelly at our first hotel buffet breakfast? From the rooms themselves, I will always remember a number of things, but they're a bit spoilery to share :)


Aliens have come to annihilate Earth and their weapon fires in 60 minutes. The abort button is hidden in a room, locked behind puzzles, riddles and thankfully, no Sudoku’s. You can send ONE person, who do you send?  

[RB] Are you available Randy?  In the high likelihood that their tech is worn, I would want to be sure we had the best possible candidate to perform an Earth-saving "Randy Jiggle" :)

[AH] No Sudoku’s!? I'm out, I guess. I don't negotiate with aliens who don't obfuscate their plans with Sudoku’s. I'd send you in, Randy. I just want to watch (the world burn, unless you save it) from the control room!

[AU] Honestly, annihilating the human race might be a good thing for the universe, given the mess we've made. So maybe I don't send anyone in. Spend the 60 minutes taking my cats to a safe bunker, instead. Cats will inherit the earth.

[DE] Probably Amanda? Or maybe Tammy. They're the two people I know who do the most crazy room soloing and would be ready to handle whatever. Wei-Hwa would be on the short list too.

Thanks for taking the time with this interview!

Randy

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Want to learn more about Escape Rooms in Russia or the World Record? 




October 9, 2018

No Escape: Club Kiki (Seoul, South Korea)

First time playing in Asia!
The hardest part about doing an escape room is getting to the business in the first place. This is true in the United States, but even more so when you are a tourist in a foreign country where you can't speak the language. In this case Seoul, South Korea. We proved our worth when we spotted the sign for No Escape on the second floor in a side alley of the bustling Hongdae neighborhood. A few pro tips for anyone who wants to follow our steps: rent a SIM card or Wi-Fi egg at the airport or download an offline map of the city using the maps.me app (other map providers don't allow offline mode for Korea).

Here's an image of the sign, so you know what to look out for. As a bonus, you should try to memorize the main vowels and consonants of Hangul (Korean alphabet). It's not required, but it helps to get around. And you're an escape room addict, so you love deciphering symbols, don't you ;) It's simple to learn the phonetics without any semantic knowledge. We recommend trying out the Word Fireworks app, which gamifies the task. Or here's a simple table that lays out the letters into a Periodic Table of Hangul. Just focussing on the left and right columns should get you most of the way there (it's like a periodic table... nobody knows the elements at the bottom... except maybe you... because you're a nerd).

We were greeted by an adorable corgi wagging it's tail in the universal language of puppies. Cuteness overload! The host herself was a friendly and helpful young lady who explained the game to us between answering the phone's incessant ring from escapers asking for hints. We had no problems communicating with her.

 There are 3 rooms at No Escape. The host recommend playing the Victorian Haunt, as it is their easiest room and we had a first timer with us. However, after hearing the screams of current players trapped in there through the walls, we decided better and signed up to play their newest room, Club Kiki, for 23,000 ₩/person (about $20 US). It's a funny theme instead of a spooky one, hurray!

To our relief, there was very little reading to do in the room and everything was bilingual. It is impressive that they managed to translate riddles such that the answers share the same letter locks (unless they reset the room differently per language? Hmmm... a puzzle left unsolved). Anyways, the point is that we had no trouble at all understanding the messages. Solving them was another story... 

From their website:

"It’s Grand Opening night and the star of the club is missing… 
Help find her and get the club running, so we can get this party started!"



"대망의 클럽 오픈일 저녁, 클럽의 주인공이 사라졌다. 실종된 주인공을 찾아, 클럽을 무사히 오픈시키고 우리의 파티가 시작되도록 하라!" 



Set Design, Puzzles & Technology 

This room can be labeled as 1st generation. There's a lot of padlocks and not much technology nor automation. It's patched together from common items that anyone could obtain and put together, or so it would seem. But really thinking about it, achieving this degree of fun with such minimal means displays a great sense of game design. The set design managed to convey the theme despite being unrefined.

Memorable Moments 

That puppy in the lobby stole our hearts... And there were several references to him throughout the room plot. The storyline as a whole was lighthearted and entertaining. We liked getting to learn more about Kiki and her friends as time progressed. We had fun solving the puzzles. The pacing was great, with the first half being mostly serial, and the second half picking up the pace with faster shorter parallel puzzles. The mood was elevated with music and disco lights.

We did not manage to escape in time, but the host was generous enough to come in and help unblock us at the end - we had solved the puzzle, we just didn't know where to put the answer, which somehow happened to us many times in this room (we had burned the first of our three allowed hints on a similar problem around minute 20). Then she left the room and gave us the extra time to finish, which took less than 5 minutes. She did not have to do that, but it's most appreciated because the ending is funny and memorable!

Room For Improvement 

The interior design concept was fun, but it could have used more polish. Everything was functional (except 1 mag release that was finicky and cost us our second hint at minute 40), but many parts were rough around the edges. Some pieces of the wood construction could give you splinters if you were not careful.

Overall Thoughts 

It's hard to find escape rooms in Seoul for English speakers. This one was fun and good for beginners. It's worth the detour if you've already spent a few days exploring the city, or if you happen to be in Hongdae, which in itself is worth the detour. Hongdae is a hip and flashy neighborhood where students hang out for the food, the karaoke and the shopping.


  • Set design: fun, creative, lighthearted 
  • Difficulty: Easy-Medium 
  • Price: 18,000 to 23,000 ₩/person -> 16 to 20 $/person (depending on the number of players)
  • Number of players: 2-5 (we recommend 3) 
  • Duration: 60 minutes 
  • Overall Rating: ★★★★ 
See their website here: www.noescape.co.kr/rooms