Sleuth Kings – Case 020: Blood P.I. [Review]

Bloody actors

Location:  at home

Date Played: May 26, 2019

Team size: ¯\_(ツ)_/¯; we recommend 2-3

Duration: 1-3 hours

Price: $29.95 per month ($83.85 for 3 months, $159.60 for 6 months)

REA Reaction

Sleuth Kings has come a long way since we played Case 001: The Guilty a year and a half ago.

19 cases later, it’s still a fun and solid puzzle game. The gameplay flowed well and the solves were satisfying.

Sleuth Kings has cleaned up the response time issues and minimized the emailing by added an alternative hint system.

In-game: a Sleuth Kings file folder filled with clues.

Sleuth Kings’ cases are more challenging than escape rooms, but still quite approachable. If you’re looking to expand your puzzle solving skills outside of escape rooms, this is a good choice. It’s consistent puzzle content delivered to you in a well organized format with as much hand-holding as you want. For more experienced puzzlers, it won’t offer anything novel, but it will give you a monthly puzzle fix.

Who is this for?

  • Puzzle lovers
  • Armchair detectives
  • Any experience level
  • Players who want a monthly subscription

Why play?

  • Solid puzzles
  • Interactive gameplay
  • There’s a new one every month!


In Case 020: Blood P.I., we had to identify who’d been stalking Rosalyn Neal, the actress who played Rebecca Blood, the lead character in a popular vampire detective show. She’d just been shot, and while she would recover, we were under the impression that this stalker was behind the incident.

The illustrated game box, a charcoal image of a woman in a detective's office.


Sleuth Kings sent a slick cardboard box containing a case file with various printed materials. These included an investigation report and various clues to the case. Everything was clearly labeled for orderly solving.

We emailed Detective Sullivan King to begin our investigation.

In-game: Sleuth Kings Case 020 envelope.


Sleuth Kings’ Case 020: Blood P.I. was a play-at-home detective game with a moderate level of difficulty.

The puzzles were more challenging than typical escape room puzzles, but quite approachable. They were substantially easier than you’d find in a typical puzzle hunt.

Core gameplay revolved around observing, making connections, decoding, puzzling, and emailing the detective.

In-game: An assortment of photos of eyes, one natural blue, one an unnatural red.


➕ Case 020: Blood P.I. delivered varied and interesting puzzles. They were approachable, but still challenging. Some resolved with aha moments. Others took a bit more process to complete. Overall, it was a satisfying collection of solves.

➖ Although the puzzles were solid, they weren’t revolutionary or particularly memorable.

➕ The story made sense. It was a bit hokey, ridiculous even, but I don’t think it needed to be believable. The gameplay worked within the story.

➖ There was a lot of reading involved in solving this case. The story was told through text rather than through the puzzles themselves. Additionally, in a couple of instances, the font choice was a tad arduous.

➕/➖ Case 020: Blood P.I. contained generally high quality printed materials. That said, it still felt a bit homemade, some pieces more than others.

➕ The mailing was well organized and clearly labeled. It was easy to get started. While there were a lot of materials, they never felt overwhelming. The gameplay flowed smoothly.

➕ There was a nuanced hint system. A Clue Analysis was included with the Investigation Report in the mailing. Players who need a nudge can take a peak. The detective’s assistant, Celest, had a website where we could find additional hints. We could always email the detective. He replied pretty quickly, but if there was lag time, we had this other tools at our disposal.

❓ Although I liked the organization, and always knowing where to focus my attention, this may come across as too much hand-holding for some, especially when coupled with some of the additional hint-y materials available in the package.

➕ While there was still lag time in the detective’s responses, it was no longer momentum killing, as it was when we first played. Sleuth Kings has minimized the emailing; we had a quarter as many email threads this time around. In this playthrough, the emails made the game more interactive, in a positive way.

➕ Sleuth Kings has managed to churn out one case a month. Although we haven’t played the others, we hear the puzzle quality is consistent and the meta mystery through the series is interesting.

Tips For Player

  • Required Gear: You need an internet connected device (we recommend a computer), and pen and paper for taking notes.

Subscribe to Sleuth Kings, and tell them that the Room Escape Artist sent you.

Thank you to Darren and Melissa for sharing their copy of this game with us.

Note that Case 020: Blood P.I. is no longer available. Your purchased subscription will start with the current month’s game.

Next Level Escape – Catch Me If You Can [Review]


Location:  Eindhoven, The Netherlands

Date Played: May 9, 2019

Team size: 3-7; we recommend 4

Duration: 60 minutes

Price: from € 40 / player per team of 3 to € 22 / player per team of 7

Ticketing: Private

Emergency Exit Rating:  [A] Push To Exit

Physical Restraints: [A+]

REA Reaction

Catch Me if you Can was a game highly recommended by many Dutch escape room fans.

Upon arrival, the staff at Next Level Escape was eager to inform us that Catch Me if you Can was the “number 1 escape room in the Netherlands.”

Given the Netherlands has been my personal favorite country to play escape rooms in, and we were coming off of a day of incredible games, Catch Me if you Can set itself a high bar to clear. It didn’t even come close.

That’s not to say this was a bad game. Catch Me if you Can had fantastic set design, taking us to inventive locations. Next Level Escape baked in some great details and even better scene transitions. It was clear that a lot of love went into this game. I can kind of see why people love it so much.

For me, however, Catch Me if you Can felt like it was leaning on realism to a fault. The best way that I can sum up this game is, “Be given an intense mission, go to cool places, and do the most boring things that you can imagine doing in those locations.”

I’m rarely one to kick a company for including a process puzzle that moves the plot along, but there were just too many of them and they lasted too long. As I solved, I found myself imagining puzzle concepts that would have been way more engaging. This felt like going on a date with a very pretty, very boring individual.

Plenty of people love this game and there were lots of things that I did enjoy. If you’re a traveling player visiting The Netherlands and you’re spending a few days playing the top games in the region, I’d lower your expectations on this one. I’m glad that I saw it, but I wish it were as engaging as it was pretty.

Who is this for?

  • Puzzle lovers
  • Scenery snobs
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • Great scene transitions
  • The final set


Catch Me If You Can was the sequel to The Suspicious Farmhouse (a game that we did not play). We were an FBI team pursuing a violent criminal last seen at the Hold’em Inn Pub. That’s where we began our investigation, with the hope that we could stop this man before he added to his body count.


The sets in Catch Me If You Can were strong. The pub that opened the experience looked a lot like an Irish pub near where I used to live… albeit with quite a few more sound effects than the real deal.

The later sets, which I won’t describe because… spoilers… were unusual escape room locales executed well… especially the final set, which was extremely realistic.

Plain text reads: "First time in a while that we can’t show you anything. ¯\_(ツ)_/¯ The initial set looks like an Irish Pub. It’s pretty much what you’re imagining."


Next Level Escape’s Catch Me If You Can was a standard escape room with a higher level of difficulty.

Core gameplay revolved around searching, making connections, puzzling, and completing substantial tasks.


➕ The sets were convincing. The final set was impressively realistic. Each setting in Catch Me If You Can was fun to enter and explore.

➖ Some of the sets were pretty worn… and in one instance, beat up.

➖ Too many of the puzzles in Catch Me If You Can required us to execute mundane tasks. Some of these were so bizarrely realistic as to be boring. Others were just tedious. In their interesting sets, Next Level Escape made odd choices as to how to build in the gameplay.

➕ Next Level Escape included one personalized detail that we appreciated. It was a small thing that made for a neat moment.

➖ Some of the early puzzles required outside knowledge. While much of this was provided as in-game cluing, those clues were onerous. After we had correctly solved a puzzle, we had to take a hint because we lacked the knowledge to correctly apply the puzzle solution to the information at hand.

➖ Catch Me If You Can included a lot of process puzzles. In one instance the emphasis on precision was baffling. The aha had passed long before we’d completed the puzzle. This whole sequence weighed down the game.

➕ Next Level Escape created some phenomenal transitions. They added small details that really sold these moments.

➖ One transition appeared to include a lengthy interlude… until we realized that the clock hadn’t stopped and we were supposed to be playing, despite the situational context. Because of the realism in the environment, we’d instinctively started following the real-world rules of that space when we should have started solving the escape room. This was unfortunate, confusing, and began the final act on the wrong foot.

Tips For Visiting

  • There is a parking garage in the center of town.

Book your hour with Next Level Escape’s Catch Me If You Can, and tell them that the Room Escape Artist sent you.

Disclosure: Next Level Escape provided media discounted tickets for this game.

Kamer 237 [Review]

A lot of play and some work

Location:  Volkel, The Netherlands

Date Played: May 9, 2019

Team size: 3-7; we recommend 3-5

Duration: 60 minutes

Price: € 118 per team

Ticketing: Private

Emergency Exit Rating:  [A] Push To Exit

Physical Restraints: [A+] No Physical Restraints

REA Reaction

“Kamer” being Dutch for “room,” Kamer 237 was a love letter to both Stephen King’s and Stanley Kubrick’s The Shining.

This The Shining homage was a marriage of traditional escape room puzzles with strong ambiance and clever effects.

In-game: The front desk, with uniformed staff handing us the key to room 237.

At its best, Kamer 237 warped our perspective on how an escape room ought to work. In its weaker moments, it felt like an old-school escape room with disconnected puzzles.

All in all, this was an strong escape game. We’re thrilled to have played it. It had exciting and memorable moments. It wasn’t an earth-moving game, but it was quite moving in the moment.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Scenery snobs
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • A great introduction
  • A few brilliant interactions and moments
  • Strong puzzle play


Inspired by The Shining, in Kamer 237 Charles Grady, his wife, and his daughters had checked into a hotel while he worked to finish his novel. As Grady became more enthralled with his work, he lost his connection to reality… and then he disappeared.

In-game: An elevator door viewed from the front desk.


The facility hosting Kamer 237 was structured as a hotel. The lobby was the hotel bar and our gamemaster was the costumed front desk attendant. The next game existed in a different hotel room.

The game took place on one floor of the hotel. We explored the hallway and multiple rooms, each reflecting the characters that inhabited them. Kamer 237 found an interesting way to manifest the distortion of Grady’s reality.

In-game: Close up the the hotel's key storage. The key for room 237 clearly the focus of the image.


Kamer 237 was a standard escape room with a high level of difficulty.

Core gameplay revolved around searching, observing, making connections, and puzzling.


➕ The hotel world was charming. From the lobby, to the gamemaster, to the rooms themselves, it was a complete world.

➕ Although a hotel wasn’t the most inventive of sets, this one looked great. The build was polished. Additional details beyond the rooms themselves elevated the experience.

➖ Although the environment was well themed, some of the puzzles felt arbitrary and disconnected from the game world. There were moments where Kamer 237 turned into an old-school puzzles-for-puzzles’-sake escape room.

➕ There was one truly unforgettable moment in this escape room. When you activate it, you will know what we mean.

➖ We encountered a journal that was sort of a runbook because it added some cluing, but added more red herrings than anything else.

➖ While we enjoyed many of the puzzles, in some instances Kamer 237 could have provided tighter cluing.

Kamer 237 provided a good tool for solving the most challenging, layered puzzle in the experience.

➖ A lockout safe was especially annoying given its position in the experience and the type of coordination needed to derive a solution for it.

Kamer 237 was personalized in a small way that enhanced the creepiness of the experience.

❓ This escape room presented some seriously challenging puzzles, and at times lengthy solves. It was also a creepy game that may be scary for some, which makes it an especially challenging solving environment. Your success with these puzzles and enjoyment of this experience will likely vary based on individual preferences.

➕ We played Kamer 237 with the biggest King fan that we know… and she felt that this was a very strong homage.

Tips For Visiting

  • There is parking.
  • Minimum age of 18; minimum are of 14 with adults
  • Available in Dutch or English
  • At least one person will have to climb.

Book your hour with Kamer 237, and tell them that the Room Escape Artist sent you.

Disclosure: Kamer 237 comped our tickets for this game.

Dark Park – The End [Review]

That ending.

Location:  Zoetermeer, The Netherlands

Date Played: May 6, 2019

Team size: 3-6; we recommend 4-6

Duration: 60 minutes

Price: € 145 per team Mon-Thurs, € 155 per team Fri – Sun

Ticketing: Private

Emergency Exit Rating: [A] Push To Exit

Physical Restraints: [A+] No Physical Restraints

REA Reaction

I’m a Dark Park fanboy; I love the way that they blend atmosphere, narrative, and puzzles to create haunting experiences. That said, in our reviews of their previous 4 games, we’d knocked them all for the same exact thing:

The weakest part of all of their games were the endings. No matter what heights they reached, for us, they never truly stuck the landing.

That has ended.

In-game: a rundown scifi-esque wall-mounted logo that reads "END"

The End was a thrilling, weird, and thought-provoking experience from start to finish. It was big. It was cinematic. It was loaded with amazing and unnecessary details that breathed life into a strange world.

The End wasn’t puzzley. It started off with an aggressive puzzle or two… and then it kicked into narrative mode. If you’re going to play The End primarily for puzzle play, then you’re going to leave wondering if you missed something.

We loved The End. It was differently intense and intensely different. If you go in with that mindset, you will be in for a treat.

If you’re visiting Dark Park, I’d strongly recommend playing The Freakshow, The Honeymoon Hotel, & The Orphanage prior to The End. I love all of these games, but their latest creation was truly a cut above.

Who is this for?

  • Thrill seekers
  • Story seekers
  • Scenery snobs
  • Technophiles
  • Sci-fi fans
  • Players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • It’s an intense journey
  • Cinematic and memorable moments
  • Shocking and thrilling moments
  • The end


The End began in a funeral parlor, as we made final arrangements for someone…

In-game: a casket in a funeral parlor.


We began our experience in a compelling funeral parlor complete with sights, smells, and sounds. It included some interesting character-building choices. Suffice it to say, the place felt… lived in.

I’m reluctant to describe where it all led because discovering that was part of the journey.

The world of The End was an ever-changing and unrelenting thriller. Sometimes it was scary. Sometimes it was intimidating. Every space we entered was visually and tactilely compelling.

In-game: An assortment of urns behind a computer desk.


Dark Park’s The End was a narrative-driven escape room with a moderate level of difficulty.

Core gameplay revolved around observing, making connections, puzzling, and exploring the unknown.

In-game: Closeup of an assortment of urns.


The End took us on an unexpected journey.

➕ Dark Park crafted The End around discovery. Throughout this experience we felt like adventurers, excitedly (and a bit apprehensively, for those less daring) exploring uncharted territory. This was thrilling.

The End constantly surprised us.

➕ Dark Park created a fantastically detailed world for The End. They also engaged many of our different senses, which added depth to the experience. They didn’t need that level of detail to facilitate the gameplay, but the experience was richer for it.

➕ The technology that powered The End was impressive. In one scene, the gameplay required substantial infrastructure and ingenuity. This worked so seamlessly and invisibly that most teams will never stop to think about it.

In-game: A poster of needles labeled, "The end is the beginning of a new tomorrow!"

The End was fantastically dramatic with a full team of 6 players. We recommend a larger group as it will heighten anticipation and reveals.

➖ That said, the puzzles didn’t fully support the full team of 6. Only a few of the puzzles leveraged teamwork. At one point the puzzle-solving became largely linear and we had to wait for each other for substantial periods of time.

❓ Many of the moments of triumph felt individual. While The End was absolutely a team experience, heightened by the presence of teammates, some of the most intense moments were solo interactions.

➕ At times, The End forced us to wait for our teammates. While this normally grates on us, in most instances of waiting in this escape room, it actually heightened our anticipation of discovery.

➖ In one early instance of waiting, however, it was easy for the idle players to become disengaged. We’d become too familiar with our current space and we didn’t have a puzzle or task to keep us engaged while waiting.

The End was not a challenging escape room, but it had a challenging opening scene. Some of the puzzles may need additional sign posting so that teams don’t spend too much time solving before they come to understand where The End will take them. We played during opening week, however, so we imagine Dark Park will assess and tweak this as more teams play The End.

➖ One input mechanism was too precise, which added to the wait time in one of those instances where forward puzzle momentum would have been optimal.

➕ The hint system fit beautifully into the game world. It was fun to need a hint. In fact, I believe some of our teammates took the hints home as souvenirs.

➕/➖ Although Dark Park is experienced in building fear through environment and technology, The End was their first foray into actor-driven emotions. Our actor fantastically captured a specific and strange persona. That said, I think that a more dynamic persona would have improved the overall experience.

➕ Dark Park’s newest escape room was named brilliantly. There were so many levels of meaning here and unpacking that would spoil… The End.

➖ The story didn’t feel quite complete. Although the culminating scene tied everything together, there was a missing story beat needed to pull the narrative together.

The End was dramatic and thrilling, but also hilarious. Dark Park added humor through audio, video, and elements of decor.

➕ One cinematic reveal left us standing awe-struck and put a bow on an already incredible scene.

The End started as a pretty challenging puzzle game and morphed into narrative-driven adventure. We enjoyed this, but we don’t think it’s for everyone. Some folks will find there aren’t enough puzzles. Others will think the puzzles are too challenging. Know that this game will change what it asks of you. Embrace its ask, at any given moment, and there will be a lot to enjoy.

Tips For Visiting

Book your hour with Dark Park’s The End, and tell them that the Room Escape Artist sent you.

Disclosure: Dark park comped our tickets for this game.

REA’s Best Day Ever Drawing!

In honor of our Sherlock: The Game is Now trigging a new best traffic day ever, Lisa and I decided to celebrate with an impromptu contest where we asked readers to submit the post that they thought had triggered the previous best day ever.

The responses that we received were a ton of fun.

Who Won?

The prize drawing went to Sheryl Howell!

Sheryl will receive some Room Escape Artist swag and a beautiful puzzle from Cryptogram Puzzle Post.

REA swag and a beautifully illustrated envelope.
The small one is a magnet; the big one is a coaster.

Best Guess

The most common guess was 5 Dead, 1 Injured in Polish Escape Room Fire. Honestly, this should be the right answer. While it certainly was well read, it wasn’t even close to the previous best day ever.

There were other really fun guesses and so many posts that surprised us.

The Correct Answer

Look, there was a reason that we were celebrating overturning our previous best day ever.

It’s because that post was our review of the Limited Edition Mystery Oreos. For reasons that were never really clear, that post went viral.

It was funny, but also demoralizing. The post itself was a joke.

Theresa W did, in fact, guess this correctly, but it was because she was over at our apartment playing a tabletop escape game when this thing was going viral. After guessing, she admitted to having a vague memory of this oddity.

Rex M may have been joking, but he came super close by guessing the review of the Mystery Flavor Peeps 2018… which was so similar, and frankly, better written than the Oreos review.

The 2019 Room Escape Conference in San Antonio, Texas

The 2019 Room Escape Conference is going to be in San Antonio, Texas August 6th, 7th, and 8th.

Transworld Room Escape Conference Logo

Our Stage Appearances

We’ll be making at least 2 appearances on stage at the show.

The State of the Escape Room Industry

We’ll be giving the opening free talk on the morning of Thursday August 8th… bright and early at 8AM.

In 2019, the escape room industry is beginning to enter an era of change. The fire in Poland, changes in industry statistics, and shifting player expectations are adjusting the nature of the business. Lisa and David Spira have been covering the escape room industry for 5 years on their website Room Escape Artist, and will demonstrate the lay of the land with a mixture of data and their observations from around the United States and the world.

This talk will provide useful information to guide business decisions as well as actionable information about trends in escape game design.

Safety Panel: The Biggest Threat to the Escape Room Industry

I’ll be on the Safety Panel at 10AM Tuesday, August 6th. This session costs $50 if you pre-register. I encourage you to do so. Amy Philip is a fantastic moderator. Lisa and I are helping to assemble a great group of speakers. Also, this truly is the most important topic in the industry in 2019.

Safety is the single most important opportunity and threat facing the escape room industry in 2019. Our panel will discuss the near and long term implications of the Poland fire, including fire and building code enforcement, legislation, and public perception of escape games. Additionally the panelists will dig into the murky gray area that exists between risky design and dangerous design.

Regional Review Marathon

Back in February the Room Escape Conference sponsored our massive review marathon of San Antonio and neighboring Austin.

If you’re curious what games to play or what to expect, we’ve got you covered.

San Antonio Games

All San Antonio Reviews

San Antonio Recommendations

Austin Games

All Austin Reviews

Austin Recommendations

Register Today

Buy your ticket now. 

We hope to see you in San Antonio this August!

San Antonio, Texas: Escape Room Recommendations

Latest update: June 19, 2019

TransWorld’s Escape Room Conference is coming to San Antonio this August.

If you’re going, we’re delivering a free State of the Industry talk and David will be on the Safety Panel.

For conference attendees and other travelers, here are our escape room recommendations near San Antonio, Texas.

Stylized image of The Alamo at night.

Market Standouts

Extreme Escape is the company to visit in San Antonio. We haven’t played all of their rooms yet, but we really enjoyed the two we did play. We’re looking forward to checking out some of their other games in August.

  1. The Cursed, Extreme Escape
  2. Master of Illusions, Extreme Escape

Set & Scenery Driven

Puzzle Centric

Tech Heavy


Big Group Games

Nearby Austin has a vibrant escape room scene, and we highly recommend visiting if you’re in the region. These cities are only an hour apart.

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

Austin, Texas: Escape Room Recommendations

Latest update: June 18, 2019

In keeping with the city’s slogan, Austin has some weird escape rooms.

If you’re looking for an escape room near Austin Texas, these are our recommendations.

Photo of a trombonist performing on stage, the crowd reflecting in the brass of the instrument.

Market Standouts

  1. Dead Man’s Cove, Escape Hour Austin
  2. Lab Rats, Escape Hour Austin
  3. The Shed, Maze Rooms Austin
  4. Blue Meth Breakout, Lockout Austin
  5. Call of the Ancient, Escape Hour Austin

And if you haven’t played out The Escape Game, they have some great stuff.

Set & Scenery Driven

Puzzle Centric

Big Group Games

Spooky & Scary

Games with Actors

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

Archimedes Inspiration – MAD [Review]

Brain Breaker

Location:  London, England

Date Played: May 5, 2019

Team size: up to 5; we recommend 3-4

Duration: 70 minutes

Price: £30 per player

Ticketing: Private

Emergency Exit Rating: [A] Push To Exit

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Previously known as Kill M.A.D., Archimedes Inspiration’s MAD wrapped an escape room around an award-winning short film. To our surprise, it worked.

If you had asked us going in, “Do you think that building an escape room around a short film is a good idea?” we’d have been pretty dubious of the concept… and still kind of are. However, Archimedes Inspiration picked the right film and found a clever way to essentially turn it into a compelling and justified cutscene.

It was worth playing MAD to see how Archimedes Inspiration pulled this off. We especially recommend it for players looking for something different.

In-game: The hallway of an asylum with patient clothes hanging from hooks on the wall.
Image via Archimedes Inspiration

Now, as with Project Delta, this attempt at deep storytelling through gameplay stumbled in places. In the case of MAD there were two bigger issues that we found. The initial two thirds of the game were pretty standard escape room fare. The execution was fine, but nothing special, which was juxtaposed strangely against the interesting ending.

Additionally Archimedes Inspiration used a fairly recent real-life disaster as a plot point, which put an unnecessary social burden on this escape room.

Those challenges aside, MAD was worth playing for all of the things that it did differently. It was exciting to see the climax come together. That’s the memory I’ll keep from this game. If you’re interested in storytelling and don’t mind that the game is set in an asylum and pulls from a disaster in living memory, then MAD is worth your time, energy, and thought.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Sci-fi fans
  • Players with at least some experience

Why play?

  • The strange and twisted story
  • Strong integration of an award-winning short film
  • A memorable ending


Strange and terrible things were happening at Sally Star King Hospital. We entered this psychiatric institution to investigate unusual reports about its staff and patients. What we found was twisted…


MAD’s staging wasn’t fancy, but it was atmospheric. Archimedes Inspiration used each location that we visited within the hospital to convey something about the characters. It was spooky.

In-game: The hallway of an asylum with patient clothes hanging from hooks on the wall with the lights turned down.
Image via Archimedes Inspiration


Archimedes Inspiration’s MAD was an atypical escape room with a moderate level of difficulty.

Core gameplay revolved around searching, making connections, and puzzling.

In the end, we had to truly understand and internalize the story to earn the “optimal” conclusion.


MAD’s story featured the 1993 sinking of the MS Estonia in the Baltic Sea. This was the second deadliest sinking of a European ship, claiming 852 lives (the deadliest being the Titanic). If the use of a real disaster from living memory is going to present a problem for you, then you should skip this game.

➖ We were unfamiliar with the MS Estonia going in. (I have a vague memory of it from when it happened.) Archimedes Inspiration’s website should disclose this aspect of the game. I’m not really sure what the MS Estonia added to MAD. If they had swapped in a made-up disaster, it would not have substantively harmed the game. It might have improved it by eliminating this whole discussion.

❓ While this escape room presents puzzles, it was more about the characters than the gameplay.

➕ Each environment within MAD conveyed something about the characters. The spaces were dreamily, yet eerily themed. It worked well.

➕/➖ Throughout most of the experience, the puzzles were good, but not particularly interesting or exciting. They worked pretty well. With the exception of the final puzzle, however, they weren’t memorable.

➖ One puzzle required us to coordinate an effort against really tight tolerances and some finicky tech. This was the low point of the game.

➕ Archimedes Inspiration incorporated an award-winning short film into the narrative and gameplay of this escape room. This was unusual and strangely captivating.

➕ The final sequence was beautifully lit and delivered a satisfying culminating reveal.

❓ At its core, MAD was a giant deduction puzzle. Our experience through the sets, puzzles, and gameplay would help us execute a final cerebral puzzle. There was no “correct” answer, but there was an “optimal” solution. This was an unusual approach to game design. We imagine that some folks will appreciate this approach to narrative and interpretation more than others.

Tips For Visiting

  • Take public transit to Bermondsey Station on the Jubilee Line.

Book your hour with Archimedes Inspiration’s MAD, and tell them that the Room Escape Artist sent you.

Disclosure: Archimedes Inspiration provided media discounted tickets for this game.