Fish’in for Fabergé.
Location: Montclair, NJ
Date Played: June 4, 2018
Team size: 2-8; we recommend 3-4
Duration: 60 minutes
Price: $30 per ticket
A fishing and art collecting themed mashup, The Hidden Cabin was an old-school search-and-puzzle escape room set against an unusual backdrop. Adventure Rooms made some big strides towards the current market expectations, but things didn’t come together quite smoothly enough (but a lot of it is fixable). While we wished the puzzles had been more deliberately integrated into the physical environment, we really did enjoy many of the puzzle solves.
If you’re in the neighborhood, you can catch some fun puzzles here. If you’re not excited about puzzle-focused gameplay, there are other fish in the sea.
Who is this for?
- Puzzle lovers
- Fishermen (This isn’t really a joke.)
- Art collectors
- Any experience level
- Strange theme
- The more interactive puzzles
We were looking for a stolen Fabergé egg in our uncle’s fishing cabin.
This dimly-lit, wood-furnished cabin contained assorted fishing paraphernalia. The set was busy, with a number of wall hangings, and shelves holding various odd and ends. It was fairly convincing in a fishing cabin-meets-Bennigan’s sort of way.
Adventure Rooms New Jersey’s The Hidden Cabin was a standard escape room with a moderate level of difficulty.
Core gameplay revolved around searching and puzzling.
+ It had been almost 3 years since we’d last visited Adventure Rooms New Jersey. We were delighted to find more attention to set design in The Hidden Cabin, as compared to their original escape rooms.
– The lighting was unnecessarily dim. While we did find small handheld flashlights, we found the lighting more burdensome than atmospheric.
– The theming was strangely dichotomous. The story setup was all about art, but The Hidden Cabin was all about fishing… until it was entirely about art. The puzzles were set against this disconnected backdrop rather than integrated into a cohesive story.
+ Aesthetically, The Hidden Cabin was a massive step up for Adventure Rooms.
– There were a lot of locks with identical digit structures. Each time we solved a puzzle, we’d need to try it in many different locks before anything opened. Varying input digit structure or adding iconography to the locks would improve game flow.
– There was a prop screaming for a puzzle… that puzzle never materialized.
– There was one entirely unclued puzzle.
– Most of the puzzles could haven taken place anywhere, including on sheets of paper. In fact, some of the more time-consuming solves were entirely focused on sheets of paper. The puzzle design didn’t capitalize on the physical environment. All but one of the puzzles in this game could have existed completely in a puzzle book.
– One of the process puzzles looped four times. This was tedious.
? Thematic outside knowledge could help you out… It wasn’t required, but it sure would have made a key puzzle flow more smoothly.
+ The Hidden Cabin was a puzzle-focused escape room. Despite the small space, there was a lot of content to work through.
? There’s a solid escape room here. These critiques are quite fixable. We hope Adventure Rooms continues to iterate and improve.
Tips for Visiting
- There is a parking lot.
- We recommend Ani Ramen and Cuban Pete’s, but be prepared for long waits.
- Much of this escape room takes place in low lighting with flashlights.
Book your hour with Adventure Rooms New Jersey’s The Hidden Cabin, and tell them that the Room Escape Artist sent you.
Disclosure: Adventure Rooms New Jersey provided media discounted tickets for this game.
Great review. You mentioned that “– There was one entirely unclued puzzle.”
Do you believe every puzzle requires a clue, or was it that this particular puzzle really needed a clue and lacked one?
I have seen, solved and created puzzles where you find, let’s say aapage with writing on it, and items on that page either jump out at you or form a pattern. I suppose that would be the puzzle and the clues together, but the part that was missing might be what it goes to. Not sure if that makes sense.
Thanks for sharing because I am always trying to improve player experience.
Great point. I think that there needs to be some cluing – some breadcrumbs, so to speak – to guide players as to how to play the game. In some cases, that can be self-contained in one item. In other cases, like the one in this game, the item can’t stand alone. We knew there were oddities, but without any clue structure, we had no way to interpret them and apply them back to anything else in the game. In this case, this item felt like an ink blot; we could have interpreted it in so many different ways, any of which would have been viable.