Salt Lake City & Park City, Utah: Room Escape Recommendations

Looking for an escape room near Salt Lake City or Park City, Utah?

During our few days in Salt Lake City, we experienced some of the most entertaining, in-character gamemastering we’ve seen to date.

Here are our recommendations for escape rooms in Salt Lake City & Park City, organized into categories.

Stylized image of the cathedral at Temple Square in Salt Lake City.

Market standouts

  1. Prison Bus Escape, Alcatraz Escape Games
  2. Mine Trap, Escape Room Park City
  3. Zombie Apocalypse Escape, Alcatraz Escape Games
  4. Reactor Room, Getout Games 
  5. Dracula’s Castle, Mystery Escape Room
  6. Sherlock Holmes and the Great Charade, Lockbox Mysteries (play at home)

The set & scenery-driven adventures

The puzzle-centric

The newbie-friendly

Competitive Play

The spooky & scary

Games with actors

You are always welcome to contact us if this recommendation list doesn’t answer your specific questions.

The Witness [Review]

Puzzling Nirvana

Developer/Publisher: Thekla, Inc.

Director/Producer: Jonathan Blow

Dates Played: January-April, 2018

Platform: Windows, MacOS, Android, PS4, Xbox, iOS

Duration: 18-25 hours, 40-50 hours for completionists

Price: $9.99 on iOS, $13.60 on Android, $39.99 on Steam

REA Reaction

The Witness asked me to observe and to think. It was puzzle bliss.

Designer Jonathan Blow took a simple puzzle concept and built upon it in brilliant and unexpected ways.

The resplendent environment and clever puzzles left me wanting more, even after 25 hours of play, most of it spent thinking.

In-game, and array of basic puzzles that build in complexity.
A series of starter puzzles.

Who is this for?

  • Patient puzzlers
  • Digital aesthetes
  • People with any level of video game experience

Why play?

  • Immersive world
  • Innovative puzzle design
  • Excellent difficulty curve
  • You will be smarter by the end

Story & setup

The Witness began with no backstory. I walked down a long, dark hallway and found a panel. On the panel was a line with one circular end. Touching the circle and dragging along the line opened a door to a gorgeous island. That first panel I had encountered was the simplest version of a seemingly endless series of line mazes found on puzzle panels everywhere.

It’s easiest to describe this game by what it wasn’t. It didn’t have any items, characters, music, dialogue, or written words. There was some light philosophy in the form of audio recorders I found lying around, but other than that, it was pure puzzle zen.

In-game: A lush forrest with a dirt path running through it.

As I wandered around, I was initially reminded of the island in Myst. The structural similarity was obvious, but graphically, it had come a long way since then. The colors in The Witness popped. There was an orchard of bright pink cherry blossom trees and a desert temple that gleamed in the sun. Even the salt mine was beautiful in its own way. When an early boat ride around the island included a trip through a shipwreck, I started to realize how big this island was.

The exploration was rewarding. Even after investing my first ten hours into the game, I found a new area and wondered how I could have missed it. New perspectives on familiar areas also delighted my aesthetic side. Statues I found throughout the island weren’t puzzles at all but rather subtle nudges to look at everything from a different perspective.


Every puzzle panel in The Witness was an iteration on that original line maze I had encountered at the beginning. And there were a ton of panels – more than 500. Prior to jumping into The Witness, I wondered how it could sustain one concept through an entire game, but after just a few hours of play, I understood its genius.

Something quite a bit more complicated.

The puzzles in each area of the island introduced me to a new variation. Sometimes I was required to use the environment to guide my solution: shadows or branches that had fallen upon the panel, for example. Other times I had to decipher the symbols on the puzzle (with a certain amount of trial and error) to learn the new rule required to solve it.

It created its own visual language as I built on my successes. I began to see line patterns both in the game world and in real life.


+ This game was an epiphany generator and I quickly became addicted.

+ The Witness was an open-world game with essentially one type of puzzle. Despite this, I found myself engaged throughout. New concepts were introduced gradually. The puzzles didn’t overstay their welcome.

+ This game was a work of art. Certainly aesthetically, but also in its masterful creation of fun, fair, creative, and challenging puzzles. It taught concepts without coddling, trusting that I was smart, determined, and patient enough to see it through to the breakthrough moment.

– There was one sound in the game that I found grating. As I sat working with my trusty line (sometimes for hours at a stretch), there was always a low hum coming from the panel. The mute button became my sanity-saver.

-/+ The Witness always rewarded me for solving a puzzle with the same thing: more puzzles. As a lover of games, I’ve been conditioned to expect something to happen when I make progress: more XP, an improved weapon, a fun cutscene. I had to leave those expectations aside and accept that this game was a unique animal. My own intelligence was leveling up and that was better than any bit of digital swag I could have received.

+ Creator Jonathan Blow didn’t want you to feel smart playing The Witness. He wanted you to understand that you are smart.

+ When The Witness was released, Blow begged people not to watch walkthrough videos. After my first major puzzle roadblock and subsequent breakthrough, I understood why: I didn’t want to deny myself that rush as my brain grew a little larger.

+ After occasional periods of frustration, there were times when I thought I would never fire this game up again. Every time I did, however, I would get through my roadblock and wonder why I’d almost given up.

– There’s no hint system and no manual. When I did find an overly obtuse puzzle, I eventually had to give up on it. Thankfully, The Witness doesn’t require you to solve every panel to reach the end.

+ Beyond the beauty and craftsmanship of the island and its puzzles, the most significant strength was its balance. I rarely found the easy puzzles too tedious or the hard ones too taxing.

– When I completed a puzzle, there was barely any sound effect aside from the gentle clunk as power was supplied to the next series of puzzle panels. If you’re still addicted to Candy Crush, this absence of dopamine rewards will bother you.

+ The best teachers make you feel like a genius when you reach the lesson they’ve been gently guiding you toward all along. In its best moments, The Witness felt like a Buddhist monk showing me the way to enlightenment. The road was long, but it was incredibly satisfying.

Tips for Playing

  • Don’t watch walkthrough videos. You’ll miss out on the reason to play.
  • Perfect for a long flight. Los Angeles to Singapore will feel like nothing.
  • Spend some time away from the puzzle panels and just look at the world.

Purchase your copy of The Witness on Xbox One, PS4, iOS, Mac, or Steam.

(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale.)

Up The Game 2018 – 7 Thoughts

We’re home from the Netherlands and filled with thoughts and feels.

Wide shot of the Up The Game show floor in the Breda Prison Dome.

1: Dutch Escape Games

The escape rooms in the Netherlands continue to impress us. We ventured beyond Amsterdam on this trip and found brilliant and innovative games in many other cities. The bar is so high in the country and the creators keep building better games.

If you don’t believe that it is possible to convey story and emotion while still presenting a strong puzzle game, take a trip to the Netherlands.

We’ve heard talk of crappy games in the Netherlands, but we’ve played about two dozen escape rooms there thus far and we still haven’t found a one. Granted we’re playing based on recommendations, but still, no duds.

View of the glass floor of the Breda Prison Dome.

2: The Prison Dome

The Breda Prison Dome was a fantastic conference venue. Its layout was a little awkward for a conference, but its personality and vibe more than made up for this. It was charming, imposing, and beautiful all at the same time.

Additionally, we got to play the massive Prison Escape game inside of the Prison Dome, which was an unforgettable experience. Our review is forthcoming.

3: The Talks

Maybe we chose well, but we saw some of the best talks we’ve ever encountered yet at Up The Game.

Yolanda Chiu’s talk on the Asian escape room markets was fun and incredibly interesting both from a game design and a business standpoint… and a little shocking.

The guys from The Room in Berlin delivered two fantastic, demonstrative, and useful talks. One covered how to create a high end experience in 2018 and the other addressed sound design.

The team from Sherlocked in Amsterdam talked about mixed realities and how to create experiences that extend beyond just time locked in a room.

Jasper Wille’s talk on meaningful choice articulated many of our own thoughts on what makes for more satisfying and interesting immersive entertainment, but he did it better than we could have.

4: Discussions on Quality

In big cities, the larger, early-to-market escape room companies can – and frequently do – get by with strong SEO and average or mediocre games. If you aren’t one of these early movers, that playbook won’t work for you.

I walked out of only one talk at Up the Game. It involved a first-in-city owner talking about how he successfully markets games that are only good enough. In 2018, this approach is the fast lane to bankruptcy for new companies. The market is a lot more mature. While the early pioneers had plenty of struggles to deal with, competing for search engine placement, media attention, and market share were not among them.

I have so much respect for the early companies that continue to innovate both in game design and customer care. New owners can learn a lot from these pioneers as long as they don’t blindly follow their strategies.

Many of the wonderful talks at this conference provided helpful guidance for creating higher quality experiences without dropping tons of money. So many details of customer service and game design cost very little.

5: Ubisoft’s VR Escape

Ubisoft Blue Byte will soon release a VR escape game set in the world of Assassin’s Creed Origins. I attended Cyril Voiron’s talk, which demonstrated that Ubisoft is really thinking about the right things.

Actually, I lied. I walked out of this talk too, but that was only because as it wrapped up, I realized that Cyril was about to tell us that the VR escape game was available to play at the conference… I left early to beat the crowd to sign up for a time slot.

Someone playing the Ubisoft VR Escape The Lost Pyramid escape room set in the wold of Assassin's Creed Origins.
I have no idea who that is.

I got to play it in full. It was a great game. A full review is forthcoming.

6: Our Talk

We really felt like we came into our own on stage this year. Last year we were nervous. We hadn’t played many escape rooms in Europe. In spite of the research we had done, we weren’t certain that we had written a talk that would resonate with the audience.

Lisa & David in Room Escape Artist t-shirts on the Up The Game show floor.

This year we returned having played many games in Germany, Hungary, Poland, the United Kingdom, and the Netherlands. We knew the audience and we had played many top tier games in Europe. This allowed us to come back with a stronger talk that we knew would fit in among the other talks at Up The Game.

Coming off of this, we’re psyched to speak in Nashville this summer.

7: Community

Up The Game had great talks and a really cool venue. It took place in a country filled with outstanding escape rooms. The reason to attend, however, wasn’t any of these things. The true reason to attend was the community.

I don’t know if it was luck or design or some combination of the two, but the people attending this conference were incredible. Our favorite moments all involved one-on-one or small group conversations. We got the most out of talking about game design, the business, and people’s successes, struggles, goals, motivations, likes, and dislikes.

If we have a request for next year, it would be for Up The Game to further foster this dynamic. Have more dinners where people are free to move around and converse. Turn the music way down at the party so that people can speak comfortably. Create more places where people can go during the conference to simply get to know one another.

For us, escape rooms are primarily about sharing an experience with other people, and conferences are an extension of that.

For all of you that we met, we hope to see you again next year. If we didn’t get to meet, let’s make sure to connect next year.

Escape Plan GA – Bank Heist [Review]

Puzzle withdrawal.

Location: Loganville, GA

Date Played: March 23, 2018

Team size: up to 8; we recommend 4-5

Duration: 60 minutes

Price: $25 per adult ticket, $22 per military/police/fire/teacher tickets, $20 per child ticket

Ticketing: Public

REA Reaction

Bank Heist was a challenging search-and-puzzle escape room. Play this one for the puzzles. It was uneven in set design and game flow. Not recommended for newbies.

If you’re nearby and want a challenge, go take it on.

In-game: A lectern that reads, "Next Teller Please."

Who is this for?

  • Puzzle lovers
  • Best for players who want a challenge
  • Best for players with at least some experience

Why play?

  • Some neat moments, especially in the last act
  • A stiff challenge


We were robbing a bank to initiate ourselves into the mob, as one does.

In-game: A bank safe beside a paperwork table.


The gamespace was fairly tight and crammed a number of different bank-esque set pieces into the room.

Our robbery began in the office-like space in front of the bank vault door. The carpeted room consisted mainly of a large desk, lectern, some wall hangings, and of course, the entrance to the bank vault.

The set design was inconsistent with a few gems, particularly in the late-game, and a lot of stuff that just felt more or less recognizable as belonging in a bank.

In-game: A telephone and calculator on a desk.


Escape Plan GA’s Bank Heist was a standard escape room with a high level of difficulty.

Core gameplay revolved around searching and puzzling.


Bank Heist was a difficult search-and-puzzle game, with satisfying finds and solves. It was a challenge, even for our experienced team. We comfortably escaped, but we had to work at it.

– This was a heavily adapted N.E.R.D. escape room. At times, it felt like the clue structure had been edited incompletely, with remnants of previous puzzles remaining in the props. In one case this really tipped the scales a bit too far towards confusion.

– Escape Plan GA didn’t “ask why” quite enough. One of the bigger moments in Bank Heist involved doing one of the few things that I know I would never do if I were attempting a bank robbery… And I don’t know a lot about robbing banks.

+ Escape Plan GA did a fantastic job of selecting some of their locks and staging a number of the later interactions.

– Some of our teammates missed the most visually impactful moments because the most cinematic part of the experience was too closed off for the entire team to view it.

? This was a difficult game (arguably the hardest we encountered in Atlanta). We enjoyed the challenge, your mileage may vary.

Tips for Visiting

  • Parking: There is parking out front.
  • Escape Plan GA has a comfortable lounge area.

Book your hour with Escape Plan GA’s Bank Heist, and tell them that the Room Escape Artist sent you.

Disclosure: Escape Plan GA provided media discounted tickets for this game.

Escape from the Room – The Curse of Old Maid Milly [Review]

Crazy cat lady puzzle book.

Location: at home

Date Played: March 2018

Team size: 1 -¯\_(ツ)_/; we recommend 1-2

Price: $16 per copy

REA Reaction

Escape from the Room: The Curse of Old Maid Milly was a charming and generally straightforward reimagining of a real-life escape room as a puzzle book. While it wasn’t a challenging game, it captured the quick-hit escape room puzzle style quite well.

If you’re looking for a puzzle book to push the boundaries of your puzzling ability, there are more challenging options out there. If you’re looking for a puzzle book that captures the feel of an escape room, this a great choice. We loved carrying it with us on our travels.

Escape from the Room: The Curse of Old Maid Milly being held up beside an airport window.

Who is this for?

  • Puzzle lovers
  • Travelers
  • Crazy cat people

Why play?

  • It’s cool to see an actual real life escape room adapted into a book.
  • The puzzles play well.
  • It’s inexpensive and fun.


This real life escape room-turned-puzzle book casts the reader as Dr. Alan Harris, a professor of paranormal activity. Dr. Harris was investigating a room where a mysterious reclusive cat lady named Milly had died when he was suddenly locked in.

Could Dr. Harris uncover the secrets that have kept Milly’s soul trapped in her home and escape?


The Curse of Old Maid Milly began its life as an actual escape room in the United Kingdom (review by Ken Ferguson at The Logic Escapes Me). After closing the real life escape room, the creator converted it into a book-based escape game. According to Ken, roughly 50% of the puzzles were changed in the shift to print.

Each 2-page spread of the book presented either puzzle and story or a black and white sketch of the game environment.

Puzzle and story pages would deliver most of the content as prose. Light gray text was explicitly for story and could be ignored by the more puzzle-minded. Black text was necessary for the completion of a puzzle.



Map pages depicted a larger area. The map would be labeled with corresponding pages that contained illustrations of what we would see if we looked in that direction.

Location Illustrations

The black and white sketches filled us in on the aesthetics of the room and contained observable clues for solving puzzles.


Puzzle pages contained a page number (more on that in a moment), light gray story text, and black puzzle text. Some puzzles also contained additional graphics.

The answer converter the allows players to translate directions and letters into numbers.

Inputting Answers

Puzzle solutions came in the form of page numbers. To verify an answer, we had to flip to that page and see if we should be heading there. If we were correct, the page we flipped to had the next segment of story and a puzzle.

Not all of the puzzles initially resolved to a number. There was a consistent translation mechanism that enabled us to convert directions and words into numbers.


Occasionally the book would inform us that Dr. Harris had decided to save an object in his satchel. This news was always delivered in black puzzle text and satchel was bolded for extra effect. Whenever this happened, we needed to log the item, as we would eventually need to recall it in order to solve certain challenges.


+ This was a good beginner puzzle book. The puzzles resolved cleanly. Few offered serious challenge. When we were stumped, it was usually because we had failed to notice a detail.

+ The page jumping mechanic was an interesting approach to answer checking.

– Because we were constantly jumping from the back of the book, to the middle, to the front, and back again, at any given point in time, we had little concept of how deep into the game we were.

– We did not enjoy the satchel game mechanic. It made a good effort at recreating the feel of using found objects to solve puzzles, but it wasn’t exciting. These “puzzles” felt more like throwaway moments. It was more effort to track satchel items than it was worth.

+/- The story was good, but entirely too wordy. There were times where if felt as if the story text may have been added simply to fill white space on the page.

+ The light gray vs black text to separate story from puzzle worked well.

+/- Old Maid Milly had a cute print-based take on escape room search puzzles. We didn’t love these puzzles, but they absolutely captured the right vibe.

+ The hint system was structured and easy to use.

+ This book was fun to carry around on a trip. We would make a little progress here and there. It was easy to put down and pick up again.

Tips for Playing

  • You will want some sort of bookmark.
  • You need to log all of the satchel items. Failure to do so will result in annoyance and backtracking later on. We might be speaking from experience on this.
  • It is possible to play this game without writing in the book, but requires extra effort.

Book your hour with Escape from the Room’s The Curse of Old Maid Milly, and tell them that the Room Escape Artist sent you.

Disclosure: Escape from the Room provided a complementary copy of this book.


Time to Escape – King Tut’s Tomb [Review]

Read like an Egyptian.

Location: Atlanta, GA

Date Played: March 24, 2018

Team size: 1-10; we recommend 3-4

Duration: 60 minutes

Price: $28 per ticket

Ticketing: Public or Private

REA Reaction

Time to Escape loves minding the little details of period accuracy when crafting their historical escape games; King Tut’s Tomb was no exception. While we enjoyed the details and overall concept, the gameplay was rocky. Some of the puzzles suffered from wear that muddied our ability to accurately perceive clues and we had to read a ton of material to make progress.

We left really wanting to like this escape room more than we did. It had a lot going for it, but it had too much unfulfilled potential. King Tut’s Tomb could be further refined into something great.

If you’re a local seeking an adventure through ancient Egypt, check this out. Ultimately I’m much more eager to recommend Time to Escape’s Al Capone’s Speakeasy.

In-game: A wall of hieroglyphs and a cartouche.

Who is this for?

  • Amateur Egyptologists
  • Any experience level

Why play?

  • Surprising reveals
  • Layered puzzles


It was 1922 and we were part of Howard Carter’s crew searching for a burial chamber. We had received word that Egyptian authorities were on their way to shut us down. Time was of the essence.

In-game: a large wooden crate and a brush.


We entered a dark chamber in a tomb with one flashlight fewer than the number of people in the group. The set was fairly Spartan, with a few puzzle interactions. The walls were covered from floor to ceiling with accurate recreations of Egyptian tomb wall carvings and art.

As we explored the game further, we found light among other elegant props.

In-game: A mural on the wall of an Egyptian tomb.


Time to Escape’s King Tut’s Tomb was a standard escape room with a moderate level of difficulty.

Core gameplay revolved around observing and puzzling.


+ This game was well researched. It accurately depicted tomb art.

+ There were some interesting puzzles.

– A lot of those puzzles, however, were really best for a solo solver, maybe two people together.

– Puzzle solving required a lot of reading, much of this in low light.

– Portions of the set and props needed some touch-up paint. The problems caused by the worn paint were amplified by the dim lighting.

– I had an encounter with a reasonably potent laser at eye level.

+ The conclusion and the corresponding props were solid.

Tips for Visiting

  • Parking: There is parking in their lot.
  • Time to Escape is located on the second floor behind the building. There is an elevator in the middle of the building and stairwells on the sides.
  • This game does require a little bit of crawling or crouching. I suspect that if you have accessibility needs, Time to Escape would be able to accommodate them.

Book your hour with Time to Escape’s King Tut’s Tomb, and tell them that the Room Escape Artist sent you.

Disclosure: Time to Escape provided media discounted tickets for this game.


Massachusetts: Room Escape Recommendations

Looking for an escape room near you in Massachusetts?

Massachusetts has a lot of great escape rooms outside of Boston. You don’t even need to know how to pronounce the names of the towns to play the games!

Drive west, past Route 495 to find many of these gems. There lies an awesome escape room day trip.

We’ve covered Boston recommendations (inside Route 95) separately.

A covered bridge over a stream at the peak of fall.

Market standouts

  1. The Assistant, Gate Escape
  2. The Dollhouse, Curious Escape Rooms
  3. Escape the Video Store, Curious Escape Rooms
  4. The Titletown Ring Thief, Escape Room Westford
  5. Secret Society, Winchendon Escape Room
  6. King Arthur’s Quest, PuzzlEscape

The set & scenery-driven adventures

The puzzle-centric

The tech-heavy

The newbie-friendly

You are always welcome to contact us if this recommendation list doesn’t answer your specific questions.

Mystified – Rendezvous With The Renaissance [Review]

Leonardo the mystic.

Location: Mystic, CT

Date Played: April 1, 2018

Team size: up to 10; we recommend 3-5

Duration: 60 minutes

Price: $28 per ticket

Ticketing: Public or Private

REA Reaction

Rendezvous With The Renaissance was a puzzle-focused, challenge-oriented escape room. While at times the cluing was a bit imprecise, the puzzles generally flowed well. It may not have been a fully immersive environment, but the staging added to the experience.

If you’re in the area and you want to puzzle, give Rendezvous With The Renaissance a try.

In-game: A door with moon cycles painted on it, a clock face around it, and large gears above.

Who is this for?

  • Puzzle lovers
  • Players with at least some experience

Why play?

  • Puzzle quality
  • Puzzle quantity
  • The steampunk, in-character vibe of Mystified


After arriving at our hotel in Victorian Italy, we found that we’d received someone else’s luggage. We snooped, of course. They had a mysterious little notebook and a letter suggesting an impending rendezvous to uncover artifacts. We decided to find these artifacts first.


Our artifact search began at the church square. We were surrounded by imposing walls with slight ornamentation and a decorated, locked door. Folks had left a few odds and ends in the square for us to poke around in. It was a relatively empty space.

The set design was solid, but fell short of serious immersion.


Mystified’s Rendezvous With The Renaissance was a standard escape room with a higher level of difficulty.

Core gameplay revolved around searching and puzzling.


+ We love the name Mystified. We love the pun. Need a name? Check out our Escape Room Name Generator.

Mystified's steam punk-ish lobby.

+ We enjoyed the vibe of Mystified. It had a steampunk flair that carried through to staff costumes. Our gamemaster was rocking one seriously cool corset… I was envious.

+ We enjoyed the challenging, complex, and structurally varied puzzles presented in Rendezvous With The Renaissance.

– A couple of early puzzles suffered from inconsistencies. These differences in iconography and alignment added unnecessary uncertainty. Later in the escape room, one icon symbolized multiple things. Given the number of open puzzles, this icon choice convoluted the gameplay.

– Rendezvous With The Renaissance followed a run book, and a tiny one at that. While Mystified had worked this prop into the narrative, it was still frustrating to follow. Only one person could read it at a time. With a larger team, this frustration would have been magnified.

+ While the narrative only loosely carried the experience, it culminated well with a satisfying final series of solves.

Tips for Visiting

Book your hour with Mystified’s Rendezvous With The Renaissance, and tell them that the Room Escape Artist sent you.

Disclosure: Mystified provided media discounted tickets for this game.


Puzzle Card – Happy Birthday [Review]

A birthday without puzzles is sad.

Location: at home

Date Played: April 14, 2018

Team size: ¯\_(ツ)_/¯; we recommend 1-2

Price: £4.25 (approximately $5.77) plus shipping costs for the UK and international destinations

REA Reaction

A puzzle card is like a gift and a card rolled up into one very thin package. For the right recipient, this thing would be an great birthday treat.

The front of the Escape the Room Puzzle Happy Birthday Card.

Who is this for?

  • A puzzler celebrating the anniversary of their birth

Why buy?

  • It’s a birthday card with a puzzle inside.


The Escape the Room Puzzle Birthday Card is exactly what the name suggests: It’s a miniature text- and image-based escape room birthday card.

Everything is self contained within the card with the notable exception of the answer mechanism, which requires the solver to visit a web site.

The card is large (A4), printed on heavy card stock, and covered in puzzle-related content. There is also a small outlined space on the back for writing your message to the recipient.

The back of the Puzzle card and a small box to address the recipient. Ours says, "From"


+ It’s a birthday card with a puzzle! How great is that?

+ The puzzles resolve cleanly. While they likely won’t blow your mind, they offer a touch of challenge.

– The birthday card isn’t aesthetically pleasing.

The interior of the card shows edits in read, "slither" is crossed off and rewritten as "sliver." An extra period is added to complete an elipsis.

– There were a pair of typos in the opening paragraph (unless these were British-isms that simply read wrong to our American eyes). We spent a portion of our solve time trying to figure out what they meant only to find that they did not factor in at all.

+ The answer verification mechanism was smart.

Tips for Using

  • Ignore the typos. They aren’t part of the puzzle.
  • Make sure that you have a web browser handy to submit your answer.

Order your Puzzle Card Birthday Card, and tell them that the Room Escape Artist sent you.