Estate of mind

Location: Athens, Greece

Date Played: March 26, 2026

Team Size: 1-5; we recommend 3-4

Duration: 120 minutes

Price:  โ‚ฌ36-โ‚ฌ65 per person, depending on team size

Ticketing: Private

Accessibility Consideration: Players need to manage stairs and crawl

Emergency Exit Rating: [A+] No Lock, [A] Push to Exit in one space

Physical Restraints: [A+] No Physical Restraints

2026 Golden Lock Award by Room Escape Artist. Image depicts a golden lock with a blue crown. The REA logo is set in the center.
2026 Golden Lock Award Winner

REA Reaction

The House on the Hill was a beautiful, ambitious game that delivered a surprisingly deep and emotional experience on multiple levels. While thereโ€™s no doubt that this was a horror game, it was so much more.  A sequel to Chapel & Catacombs, this game told the tragic backstory of William Hill, and how the actions of his family altered him at his core. Told in chapters through a series of powerful, cinematic cut scenes, nuanced puzzles and creative set design, the narrative unfolded around us. I felt like an intruder in such a deeply personal storyโ€ฆ yet I couldnโ€™t look away.  

Closeup image of a small balcony with an open door leading into a house, all in shades of gray.
Image via: Lockhill

From the moment we stepped into the town of Lockhill, we knew we were in another world. The streets of Athens faded away as we were led by a fully-costumed, in-character host through darkened walkways, to the front door of Hill House. As the story developed and we explored the two-story house, its structure and layout blended seamlessly with gameplay in interesting and completely unexpected ways. One design choice offered a unique solo moment that went far beyond solving a simple task. Though the rest of us didn’t get to experience it, we could all imagine how we would have reacted in the same situation. Interesting vantage points often provided players with unobstructed views of dramatic narrative elements, along with several memorable โ€“ and quite chilling โ€“ moments.  

Many horror games keep puzzles on the simpler side, and this was also true in House on the Hill. Instead of intense, mental challenges, we found approachable puzzles that gave insights into characters or explored the story at an even deeper level. Every puzzle felt intentional. But the symbolism laced throughout the puzzles, the characters, even within our own actions and experiences, made this game stand out from any other escape game Iโ€™ve played. 

The escape game market in Athens continues to evolve, adding emotional performances and thoughtful, nuanced stories. These dramatic experiences provide depth while still bringing the horror with new variations of jump scares and chase scenes. The themes in House on the Hill crept up behind us through nearly two hours of gameplay, and followed us home long after we closed the door and left Lockhill one final time.  With compelling acting, impressive special effects, and a deep, thought-provoking story, it immediately joined Lockhillโ€™s other Lovecraftian game, Chapel & Catacombs, at the top of Athensโ€™ must-play list.

Who is this for?

  • Story seekers
  • Scenery snobs
  • Horror fans
  • Residents of Lockhill
  • Lovecraft cultists
  • Any experience level                 
  • Fans of Chapel & Catacombs

Why play?

  • Immersive set
  • Compelling, emotional story
  • Theatrical elements
  • To learn the backstory of the Hill family
  • To experience the evolution of the Athens market

Story

We were first introduced to William Hill in Chapel & Catacombs, and weโ€™d returned to the town of Lockhill to explore his family home, Hill House. As a town local guided us to the entrance, they warned us of the strange sounds coming from within, even though the house had been empty for years. No locals dared to enter, but that shouldnโ€™t stop usโ€ฆ. right? 

Grandfather clock, in shadows, with a pale orange face. The time showing is 3:00
Image via: Lockhill

Setting

The experience began in the small entry hall of William Hillโ€™s childhood home. Low lighting and vintage furniture shrouded in sheets made the space feel abandoned and more than a bit spooky. It was obvious the Hill family hadnโ€™t lived here for quite some time.

Narrow passageway between buildings showing shadows, with light glowing within a few windows

Gameplay

Lockhillโ€™s The House on the Hill was a horror-themed escape room that leans heavily into emotion, with a moderate level of difficulty. 

Core gameplay revolved around searching, observing, making connections, and solving puzzles.

Analysis

โž• The set was extensive, with plenty of room to explore. Unexpected spaces were fun to discover, and even turned into unique puzzling opportunities and gameplay choices. The rooms in Hill House had stories to tell, and didnโ€™t need to say a word to do it.

โž• Actors expertly conveyed the tragic tale through dramatic cut scenes, silent glances, and even a few hair-raising encounters. They appeared and disappeared right before our eyes, leaving us on edge and peering around corners, making us wonder who, or what, was ahead of us. 

โž• One creepy character was so striking in appearance and behavior, it gave me goosebumps. 

โž• Theming and symbolism were expertly woven throughout the experience, giving depth and layered meanings to puzzles and plot points. Some I didnโ€™t recognize until after the game. But connecting the dots and recognizing the significance of certain design choices made the experience feel special, greater than the sum of its parts, and definitely more personal.

โž– Low lighting in a couple of areas made some props hard to see and interact with. 

โž• The engaging, in-world hint system offered helpful nudges โ€“ and a bit of comfort โ€“ during certain parts of the game.

โž•/โž– The story was presented in chapters, marking our progression and providing structure to the overall experience. However, we paused when one chapter was presented out of numerical sequence, and for no apparent reason. Though it didn’t affect the flow of the game, it seemed an odd choice.

โž• The final, tension-filled task was exciting as it brought the game to conclusion on multiple levels. It brought our team together in a way that felt good and unique to us. 

โž• A post-game wrap up with our host, still in character, shed light on the layers and symbolism of our experience. It was a much needed โ€œdeep breathโ€ as we reflected on the game weโ€™d just played and prepared to exit Lockhill. 

๐Ÿ˜ฑ ๐Ÿ‘€ Some of the topics and scenes presented were disturbing to see. Refer to the spoilers below if concerned about emotional triggers.

๐Ÿ“šThe mythos of Lockhill is woven throughout all of their games, so they recommend playing them in a particular order. See the website for details. Though we didn’t play all of their games, we do recommend playing The House on the Hill after Chapel & Catacombs.

Content Warnings (click to expand, minor spoilers ahead!)

Themes of abuse, depression and suicide figure prominently throughout the game and in some cases, are depicted realistically. Check with the venue if you have any concerns.

Tips For Visiting

  • The game is playable in Greek, English, and Spanish. French is available for audio and text only.
  • Note that Lockhill has two locations: House on the Hill is at Averof 30, Nea Ionia. 
  • Take the M1 Metro line, and exit at Perissรณs station; itโ€™s only a 3-minute walk to Lockhill. 
  • The building entrance was somewhat hidden inside what seemed like a cavernous garage. Lockhill is up several flights of stairs, and we werenโ€™t sure if the elevator was in service the day we played.  
  • Like most tourists, we stayed near the Acropolis in the center of Athens, where there’s an abundance of restaurants serving traditional Greek food. We enjoyed the food and hospitality at Liondi near the Acropolis museum, Lyra in the Plaka, and Thanasis (famous for souvlaki, kebabs and gyros) in Monastiraki. Pancakes & Cake was our go-to place for breakfast.

Book your experience with Lockhillโ€™s House on the Hill, and tell them that the Room Escape Artist sent you.

Disclosure: Lockhill provided a complimentary game... as we were informed by an in-character actor that the โ€œmayorโ€ said we owe no payment for our travels through the town.

If you enjoyed the review check of Richard Burns’ follow up piece The Escape Room That Changed Me for additional insights on this particular game.

For more on Lockhill, check out our interview with owner and creator Bill Dalitsikas on REPOD S9E12:

2 responses to “๐Ÿ‘‘ ๐Ÿ”’ Lockhill – House on the Hill [Review]”

  1. I understand the impressiveness of the game and why it may serve as an indicator of the future of escape rooms. However, the game sounds very expensive to run. Do you see this type of game being economically possible in the USA?

    1. I can’t speak to how expensive it is to run this specific game, but I don’t see why similar rooms can’t be built in the US or elsewhere. Choices would have to be made on location, # of actors, length of game, special effects, pricing, etc, the same as for any game. There are experiences in the US with a large footprint and actors. While this set was impressive, it was the unique concept, emotional acting and creative gameplay that set it apart, more than a large game space.

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