The writings of H.P. Lovecraft are filled with curious and adventurous minds driven to madness. Cthulhu’s Library of Horrors replicated that. Its design was highly ambitious but bumpy execution and lighting problems kept some great ideas from reaching their potential.
Who is this for?
H.P. Lovecraft fans
Players with at least some experience
Players who don’t need to be a part of every puzzle
Because Cthulhu calls
The Old Ones, the horrors born of H.P. Lovecraft’s mind, slumbered dreaming of their ascendance. We had to puzzle through the madness and lore to prevent them from rising and destroying all.
We found ourselves in a sporadically lit library amidst skulls and the lore of H.P. Lovecraft.
The set design was uneven. Some of it looked great; other portions were uninspiring.
While there were moments of intensity, this was not a scary escape room.
Cthulhu’s Library of Horrors was a standard escape room with a bit of searching and a heavier emphasis on puzzling and interpreting lore. We struggled to navigate the gamespace without blocking another teammate’s light.
Much like Dracula’s Castle, our in-character gamemaster introduced and vocally oversaw our game… and, oh my, was he a character.
Mystery Escape Room opened Cthulhu’s Library of Horrors with an engaging and hilarious introduction. It added excitement to the adventure ahead.
Our gamemaster was a character in our experience. Although offstage for the duration of the game clock, his verbal interactions were helpful and amusing. He was an integral part of Cthulhu’s Library of Horrors.
Cthulhu’s Library of Horrors included an unusual and entertaining Lovecraft lore manual.
The most thematic puzzle had us accept the madness of Lovecraftian lore and unexpectedly triggered an effect.
I’d been waiting for a Cthulu-themed escape room for a long time now. Mystery Escape Room delivered. I was happy that I got to play it.
In attempting to stay true to the lore, Cthulhu’s Library of Horrors didn’t deliver the intensity that Cthulhu demanded.
The dark gamespace quickly became the most prominent puzzle. We were always in each other’s light… which kind of drove us insane.
There was a lot of reading material, and not within the library books. This was especially frustrating given the lack of lighting.
While Mystery Escape Room built some interesting tech-driven opens, we saw them coming a mile away. To enhance their dramatic effect, we recommend hiding wires and concealing the technology.
We bypassed the final puzzle through a combination of observation and knowledge of Cthulhu lore. We recommend Mystery Escape Room modify the puzzle flow such that teams cannot miss the climax of the adventure.
Tips for Visiting
Mystery Escape Room is located in The Gateway. There are plenty of restaurant options in the complex.
There’s a paid parking garage in The Gateway complex.
At least one or two players will need to crawl a short distance.
Mind your gamemaster for hints and entertainment.
Book your hour with Mystery Escape Room’s Cthulhu’s Library of Horrors, and tell them that the Room Escape Artist sent you.
Disclosure: Mystery Escape Room comped our tickets for this game.
Dracula’s Castle was a search-and-puzzle escape room with a narrative twist: from introduction to conclusion, our gamemaster was an off-stage character in our experience. Mystery Escape Room had some shaky execution, but their inventive and humorous game delivery was impressive.
Who is this for?
Any experience level
Players who don’t need to be a part of every puzzle
Who knew Abraham Van Helsing wasn’t a closer? He thought he had slain Count Dracula, but the legendary vampire continued to draw blood. We were asked to invade Dracula’s castle under cover of sunlight to finish what Van Helsing couldn’t.
Dracula’s Castle was dimly lit and lined with stone walls. Most of the light entered from a couple of stained glass window and our lanterns. Count Dracula’s coffin rested in the middle of the space.
Dracula’s Castle had a standard search-and-puzzle escape room structure with an emphasis on narrative and magical happenings.
All of the gameplay was overseen by our incredibly attentive and hilarious in-character but out-of-room gamemaster. He remained a regular audible presence throughout the experience.
Our introduction to Dracula’s Castle was phenomenal. It was informative, engaging, and humorous.
Our gamemaster was a character in our experience. Although offstage for the duration of the game clock, his verbal interactions were helpful and amusing. He was an integral part of Dracula’s Castle.
The puzzles flowed well.
The dark set was appropriately ominous and felt castle-y.
The conclusion balanced intensity and humor. It worked well.
The set was too dark. The perpetually inadequate lighting turned otherwise fun puzzles frustrating.
When we solved a puzzle, we couldn’t always find the resulting open. Especially given the darkness, Mystery Escape Room could build more feedback into tech-driven opens, in the form of lighting, sound, or movement.
We had to stop and read a lot. We would have preferred more variety in clue structure and more clueing born of the environment.
One involved puzzle overstayed its welcome.
Tips for Visiting
Mystery Escape Room is located in The Gateway. There are a few restaurant options in the complex.
There is a paid parking garage in The Gateway complex.
Mind your gamemaster for both help and amusement.
Book your hour with Mystery Escape Room’s Dracula’s Castle, and tell them that the Room Escape Artist sent you.
Disclosure: Mystery Escape Room comped our tickets for this game.
The vengeful goddess Nemesis broke free from the Celestial Chain. Could we travel through time and gather all of the components needed to bind her once again before she unleashed her retribution on the world?
The Celestial Chain was split into segments. Each segment was set in a different time and place within history. In each segment, we could earn up to 5 resources. We needed to gain at least 1 resource from each era in order to bind Nemesis. Earning at least 3 from each granted us access to the top win condition. Anything beyond 3 was essentially bonus plunder.
Additionally, each segment had its own game clock. The Celestial Chain was more like 5 Wits for adults than a traditional escape room. As a result of this structure, multiple teams were playing different segments of The Celestial Chain at the same time. We could not hang back in an era once that segment’s game clock expired.
As with Time Run’s first game, The Lance of Longinus, the sets were among the finest that I’ve encountered. The Celestial Chain spanned many different periods and places and each looked and felt distinctive. Furthermore, the beautiful sets felt lived in.
Time Run built unique sets with puzzles that tied to each room/ time period. Every era in The Celestial Chain had a cohesive and related set of puzzles. They had established this design with The Lance of Longinus.
In The Celestial Chain, however, the individual set game clock created a continual time crunch not felt in their other game.
The first room was an especially smart on-ramp for the game. It had a fantastic core mechanism that really lifted the experience.
The Celestial Chain’s sets were amazing. The variety of spaces that Time Run created was dumbfounding. In nearly any other company, this one game would have been 4 or 5 separate escape rooms.
The varied yet cohesive puzzles were entertaining and felt at home in each segment of The Celestial Chain.
The pacing was intense. When we gained access to a new area/ era, I wanted to dash into it.
I knocked The Lance of Longinus for not having a climax. Oh my, did Time Run go the other direction in The Celestial Chain. The final moments were memorable and impressive.
I mentioned this in the last review, but it bears repeating: Time Run built a whole world to explore. The entire facility – front door, lobby, gamemasters, and both games – were all part of a beautiful Time-Run-verse.
The Celestial Chain concluded with us receiving a detailed score and assessment of our team’s ability and style of play. This was as funny as it was accurate.
Time was a precious and limited resource in The Celestial Chain, even more so than in most escape rooms. The constantly resetting game clock drove the pace. Not all challenges were equally fun and we would have rather apportioned our time differently, but we didn’t have that luxury. Additionally, it was kind of heartbreaking to have to leave a challenge seconds away from completion.
In The Lance of Longinus, Time Run instituted a standard aesthetic for time travel. This was essentially abandoned in The Celestial Chain (probably for spatial reasons). Consequently, the transitions from era to era were a little harsh. It was a small detail, but I missed walking through portals.
While especially cool, the conclusion was a little chaotic. We nearly missed some key details. We’d also earned more components than we needed, which added some confusion. (As Ikea will teach you, extra parts are always a bit confusing.) When all was said and done, we collectively felt like we had failed. It turned out that we had achieved one of the highest scores ever, but in the moment that was undermined by our confusion. We got over it.
Should I play Time Run’s The Celestial Chain?
Yes, you absolutely should play The Celestial Chain, but only if you’ve already played The Lance of Longinus. Time Run has a particular style and approach. You will enjoy The Celestial Chain so much more if you learn the ropes in their more relaxed first game.
From set, to puzzles, to facility, Time Run is comfortably sitting among the best in the business. The Celestial Chain was their sophomore game and it pushed a lot of boundaries. Some of those boundaries cracked a little, but none of them broke. The pacing, intensity, and beauty of this game was remarkable.
The Celestial Chain can be enjoyed by players of most experience levels. We dissuade true newbies from booking it; this game will be hell if you are clueless. It operates under the assumption that you have at least a basic idea of what goes on in an escape game.
Depending upon your skill level, you’ll have to adjust your expectations. If you’re moderately experienced, shoot for 3 resources per era. Trust me when I say that 3 per era is par… and quite a good performance.
The Celestial Chain is one of those rare games that will make even the most experienced of escape room players scramble. Don’t go in cocky. No team has earned a perfect score in The Celestial Chain. We came pretty close, but fell short. Remember than any resources gained beyond 3 of a kind are for vanity and not needed in the finale. We were told this by our gamemaster and forgot it in the heat of the moment.
Enjoy the world that has been created within this facility. The Time Run world is so fleshed out that it could be made into a novel, movie or television series. I think that it would be a hit.
If you haven’t already, go play Time Run’s games. They will be open through the end of the year and maybe into 2018… but eventually their building will be leveled and turned into housing. It’s only a matter of time, so run and visit them while you still can.
Book your hour with Time Run’s The Celestial Chain, and tell them that the Room Escape Artist sent you.
Full disclosure: Time Run comped our tickets for this game.
Inventor and adventurer Luna Fox created a time machine and uses it to yank powerful and mystical artifacts away from those who would use them to distort history. While Ms. Fox was off on one of her missions, her steampunk robot Babbage summoned us to complete a quest of our own: acquire the Lance of Longinus before its legendary messiah-killing powers could be used in the service of evil.
Time Run’s experience ran from their massive front door through the escape room’s conclusion. We were greeted by an actor in a beautiful set, introduced to the lore of Time Run, and then seamlessly sent off upon our journey through time.
The Lance of Longinus spanned multiple time periods. Each new period involved a completely different set, feeling, and experience. The various settings were all magnificently executed; they stood in stark contrast to one another.
Each time period within The Lance of Longinus had a completely different feel and style of puzzling that fit with the era.
Throughout the escape room, the puzzles felt tangible and chunky. The props and puzzles were large and part of the environment. Solutions involved physical action. This design connected the entire experience.
Damn near everything within The Lance of Longinus as well as Time Run’s facility looked and felt perfect. When we entered their grounds, we entered their world.
The puzzles and challenges were inspired by each time period. Every segment felt like its own individual escape room. In fact, with a few more puzzles, any one of those segments could have stood on its own as a complete escape room.
There was a series of puzzles involving many large components and an even larger gamespace. The scale gave this whole run of challenges a gravity that I’ve rarely felt in an escape room.
The audio and video portrayal of Luna Fox and Babbage sent them though time with us, while keeping us consistently within the experience.
The actors that we encountered before and after the escape room were fantastic.
Hints were timely, useful, and well embedded. Babbage delivered them.
At the conclusion of the game, we received a card assessing how we had played. It was funny… and accurate. It was clear that someone had watched us intently.
The climax of The Lance of Longinus was not particularly thrilling, when compared to the journey we took to arrive at it.
For anyone with a short attention span, the volume of introductory content would likely be a bit much. I found it entertaining, but there was a lot of it. Then there was a little more.
While absolutely not a shortcoming, there was a minor cultural difference that Americans might want to keep in mind. This caused a significant slowdown for us:
Very minor spoiler
Europeans write dates as DD/MM/YY. We knew this, but didn’t think about it at the time.
Should I play Time Run’s The Lance of Longinus?
Yes… if you’re in London, you should visit Time Run.
Everything in Time Run was consistent, interrelated, and part of a larger story. The front door, lobby, hallways, gamemasters, and both of the escape rooms (review of The Celestial Chain coming soon) were part of a larger time-jumping, artifact-nabbing world. It was impressive and delightful.
Plus, if you’re a tourist visiting London, I cannot think of anything more authentically British than Time Run’s premise: “We’ve invented a time machine and we’d like you to plunder ancient artifacts. It’s for everyone’s own good that we hold onto these things.”
Time Run operates its games through a private booking system. You need a minimum of 3 players to attempt The Lance of Longinus.
If you’re a newbie, The Lance of Longinus will be a steep but doable challenge. This was, without a doubt, the more approachable escape room at Time Run. That being said, I strongly encourage you to play another escape room or two before attempting Time Run. You will be so much happier playing The Lance of Longinus with a basic understanding of escape room gameplay.
Experienced players will find a lively, ever-changing, and beautifully constructed world of actors, puzzles, and set design all loaded with nuance and detail that will stick with you long after you’ve returned to the present day.
Book your hour with Time Run’s The Lance of Longinus, and tell them that the Room Escape Artist sent you.
All images via Time Run.
Full disclosure: Time Run comped our tickets for this game.
Duration: spread out over a week with shorter options available
Price: from $300 per ticket with a $100 price break with each additional participant
Story & setting
Path of Beatrice was not an escape room, nor was it a puzzle game or immersive theater. Path of Beatrice was an alternate reality experience (ARX) produced by Paradiso, the creators of the escape rooms The Escape Test and The Memory Room.
All of Paradiso’s experiences are set in the same world against the same Dante’s Inferno-inspired narrative: The Virgil Corporation is running experiments on the human brain with unknown goals and there is an underground movement trying to infiltrate, investigate, and stop Virgil from achieving its ends. Path of Beatrice dropped us in the middle of New York City, in between these two warring factions.
Over the course of the 5 days leading up to our booking of The Memory Room, we spent our evenings meeting clandestinely with representatives of both the Virgil Corporation and the resistance group, Stop Virgil. Both gave us assignments and tasks to spy on the other. It was up to us to pick a side and execute on the missions assigned to us.
Paradiso staged Path of Beatrice in Midtown Manhattan across a variety public spaces. It can be played leading up to either The Memory Room or Escape Test.
We had daily interactions with the characters of Path of Beatrice. Text conversations, email exchanges, in-person clandestine meetings, and missions in public spaces made up the bulk of the experience.
As we explored Path of Beatrice’s real world segments, we could not tell who was a simple pedestrian and who was an actor in our experience.
Participating in Path of Beatrice also changed the gameplay of the culminating escape room experience. Playing Path of Beatrice had a surprisingly significant impact on our playthrough of The Memory Room.
Paradiso chose the public spaces that they incorporated into Path of Beatrice wisely. They put these locations to good use. They also reframed how we thought about public spaces that week.
The actors that we encountered were impressive. When they weren’t invisibly blending into New York City, they were comfortably improvising with us as we interrogated one another.
Paradiso included some shockingly unnecessary, yet impressive details in Path of Beatrice.
Path of Beatrice conveyed the story of Paradiso quite well. From playing the escape rooms alone, the story could be a little difficult to understand; this filled in so many gaps.
We were given the freedom to enjoy Path of Beatrice as we wanted. We chose the side that we wanted to support.
Scheduling a recurring week-long experience was a little bit tricky. We keep a busy schedule (not complaining, just stating the fact) and it was difficult for us to get to the locations that we needed to visit at the allocated times. Paradiso worked with us to make this work, but they don’t share scheduling in advance, largely because the story was unfolding as we played. This made Path of Beatrice a challenge for us. It would be similarly difficult for people with families and anyone traveling to New York with a rigid schedule (say, traveling escape room enthusiasts).
Path of Beatrice was expensive. There was no way around it. $300 per ticket with a $100 price break with each additional participant bought a lot of actor interaction, planning, logistics, and customization. When we stopped and thought about how much was involved, the price point didn’t feel crazy. The fact that the price made sense, however, did not lower it.
The text message and email exchanges seemed like they were trying to create a Morpheus-esque, first 45 minutes of The Matrix vibe. The trouble was that we couldn’t control when these were coming in, so sometimes we’d have to wait hours to reply.
Additionally, I had a problem of trust. The actors were great, but all of the characters operated under the assumption that you trusted them, even when everyone was telling you that everyone else was a liar. When I attempted to make a character earn my trust, I got a “you’re-with-us-or-against-us” type response. Ultimately I just gave in and the experience became a lot more interesting… but I also had to betray my own nature and that kind of stung.
There were a lot of things that we had to read, some of which required a computer. When we received something from a character, we’d then go about our evening in the New York City, frequently getting home after midnight. It would be hours, or even the next day, before we could dive into the Path of Beatrice material. We continually received texts asking if we had done the thing yet. This was clunky. Then we ultimately rushed the reading and missed the important detail (even though it was literally the first thing that I read).
Should I play Paradiso’s Path of Beatrice?
Paradiso does things differently and I mean that as a compliment. Their escape rooms, The Escape Test and The Memory Room,stand on their own as unique experiences. That is a true achievement in an industry where there’s a fair amount of sameness.
Path of Beatrice was another artful and unique experience. This came with unusual idiosyncrasies. The road less traveled has a lot more bumps along it; creating new things is not for the faint of heart.
We interviewed a few different people who played Path of Beatrice 4 and 6 weeks prior to us and they had profoundly different experiences than we did. Ours was significantly improved and Paradiso confirmed that the ARX is always evolving as they and their actors create new and interesting ways to iterate upon their real-world game.
Price is ultimately going to be the big deciding factor for many and that’s understandable. Path of Beatrice stands out as the first experience that Lisa and I have reviewed that we would not have been able to afford if the tickets were not complimentary. I call this out because it’s the first time that price would have kept us out of an experience. This is an expensive experience.
If you’re a puzzler, Path of Beatrice is not for you. You can fully enjoy Paradiso’s escape rooms without completely understanding the deeper story that ties them together.
If you’re drawn to actor-driven immersive experiences, Path of Beatrice is an interesting one that delivers a lot of intrigue and actor interaction. If you’re going to miss the money you spend to experience Path of Beatrice you should not go. If you won’t miss the money, there’s a clandestine world hidden within NYC for you to enjoy.
A few pro tips for those who go: Have access to a computer. While this is no big deal for locals, if you’re traveling it could be a significant issue. Give Paradiso a phone number and email address for each individual ticket holder. They communicate differently with everyone. Make sure that you’ve left ample time in your schedule to accommodate Path of Beatrice. We enjoyed it, but I think we would have liked it a whole lot more if we weren’t always rushing to our actor appointments.
Surrender to the experience, have fun with the characters, and become a character yourself in Paradiso’s Path of Beatrice.
Book your experience with Paradiso’s Path of Beatrice, and tell them that the Room Escape Artist sent you.
Full disclosure: Paradiso comped our tickets for this game.
The Memory Room was the second chapter of Paradiso’s saga about the secrets of the elusive Virgil Corporation. We had discovered that Virgil Corporation was researching the human mind and we aimed to save one of their research subjects.
Upon first glance, The Memory Room looked unremarkable. From the largely blank walls, to the minimalist seating, to the single table set with player greetings, the space appeared practically empty. This stood in sharp contrast to the detailed sets of Paradiso’s first escape room. It turned out that there was far more complexity hiding in The Memory Room than was initially apparent.
The puzzles required astute observation. As the setting transformed and introduced a character and puzzles, we needed to carefully observe, build connections, and make sense of what we were seeing. The Memory Room included more abstract thinking.
While of the most puzzles resolved in a physical lock, there were a few more unusual methods of triggering solutions.
While The Memory Room initially appeared unexciting, especially in comparison to the grand staging of Paradiso’s first chapter, The Escape Test, it surprised us. Behind the minimalistic facade, it turned out to be unusual and complex.
The Memory Room introduced a design concept we’d been awaiting for more than 2 years. Paradiso used the unadorned space as a canvas. With technology, they transformed this simple gamespace into a dynamic story and puzzle component.
We’ve never seen another escape room like this one.
In The Memory Room, Paradiso introduced a character whose presence helped build narrative and drive gameplay. The actor in this role was both engaging and withdrawn, intriguing and inaccessible. She was outstanding.
The Memory Room dove deeper into the workings of Paradiso’s Virgil Corporation. The gameplay unlocked a story.
Although The Memory Room told a story, many of our teammates didn’t fully understand what had transpired. As a standalone experience, The Memory Room didn’t fully communicate to the players what they’d effected and how this connected to the Virgil Corporation.
The set wasn’t particularly well fabricated. More polished construction would improve the stark contrast between the seemingly barren physical space and the complex experience within it.
The Memory Room included one safe-style spinning combination lock that lacked adequate in-game operation instructions. This was incredibly frustrating… and it’s worth noting that spinning safe locks are generally frustrating devices.
Should I play Paradiso’s The Memory Room?
The Memory Room was a unique standalone room escape experience. It manipulated a gamespace, turning a simple setting into an unexpected myriad of environments. We’d never seen anything like it.
The Memory Room had fun and satisfying puzzles, most of which resolved through physical gameplay components.
David and I played Paradiso’s more theatrical Path of Beatrice add-on experience (review forthcoming) in the week leading up to our booking at The Memory Room. The add-on Path of Beatrice enhanced our experience in The Memory Room. Our playthrough included some additional character interaction, which was really exciting. Furthermore, we had a better grasp of the Virgil Corporation, its research initiatives, and our goals.
We didn’t tell our teammates for The Memory Room that we’d been engaged with the Virgil Corporation for few days already. We wondered whether they’d notice that we were executing sneaky side missions. Our friends never realized that anything out of the ordinary had occurred, but they did enjoy the differences once we explained them over dinner.
Captured by pirates who were in the midst of casting a curse upon humanity, we had to free ourselves and save the world.
Captain’s Curse was an office space filled with pirate-y props. The set was cute and hardly immersive.
Captain’s Curse was built around search and discovery. There were lots of little bits and pieces to collect. It heavily rewarded those with a keen eye.
Throughout Captain’s Curse we uncovered historical information about various famed pirates. Most of this came in short bits and any instances of longer prose never became arduous. Captain’s Curse communicated a lot of information without slowing the pace of gameplay. In fact, two of our teammates left wanting to learn more about Ching Shih, a remarkably badass Chinese pirate queen.
We enjoyed the adorable staging depicted above. Who can say no to that cute cuddly face?
Riddle Room chose mostly old-timey boxes and locks that seemed to belong well enough on a pirate ship.
Captain’s Curse contained a lot of itty bitty props and relied heavily on finding over solving. We were continually unlocking every little thing we uncovered.
The set design did not do a great job of conveying a plot or even a feeling. It was a vaguely pirate-esque office.
Riddle Room’s reliance on search collided with lighting issues and prop selection. Everything combined to deliver some tedious search work.
Much of the action in Captain’s Curse felt repetitive rather than layered. The repetition lead to an emotionally level game with few moments of intensity or deeper satisfaction.
Should I play Riddle Room’s Captain’s Curse?
Captain’s Curse was a solid execution of an older style of escape room: there was a lot to poke through and uncover, but it was not all scavenging… It ultimately led to some puzzles. Riddle Room had a few truly fun and interesting ideas here and then filled in the gaps with what have become escape room standards.
Newer players will likely enjoy Captain’s Curse. Much of what’s old hat to us will be new and fun. It would also be a great room for families, as an educational and not-at-all-scary pirate ship with plenty for children to uncover.
For more experienced players, if you find yourself in the area and want some light puzzling, step aboard, but don’t sail too far out of your way to plunder this game.
Book your hour with Riddle Room – Captain’s Curse, and tell them that the Room Escape Artist sent you.
Full disclosure: Riddle Room provided media discounted tickets for this game.
Price: $50 per ticket on evenings and weekends, $40 per ticket on weekdays
Story & setting
We explored a long-shuttered lab that had spent decades researching the limitations of the human brain. Now, locked in separate compartments of this abandoned research space, we had to work together to uncover its secrets.
Limitless was a game for 2 players set in complete darkness. With the exception of the cameras, there was nothing to see. We had to explore the set and solve the puzzles using our other senses.
Limitless was built around darkness and separation. Every puzzle involved observing our respective environments, communicating, and collaboratively reasoning through our options.
Komnata Quest used the darkness of Limitless to mess with our senses. In absence of sight, some simple interactions became perception-bending puzzles.
Similarly, the cooperative element was persistent and generally put to good use.
There was some finicky tech.
We got stuck due to a missed observation and it was very difficult for the gamemaster to hint us back on track.
The story was a little hard to follow. Post-game, I only kind of understand it.
Should I play Komnata Quest’s Limitless?
Limitless was a lot like Komnata Quest’s Boxed Up, but more fun and less extreme. Both are games of courage, darkness, and collaboration between a pair of teammates.
I do not recommend that newbies play Limitless, as it would likely prove frustrating and incomprehensible to blindly sense through an escape room without really understanding the nature of these types of games.
For experienced players, I encourage you to give Limitless a try if you:
Aren’t afraid of the dark.
Have a teammate whom you trust and collaborate well with
Aren’t going to miss the $50 it costs on evenings and weekends ($40 on weekdays)
Don’t drag just anyone to Limitless; if one partner shuts down, the team shuts down.
As far as the value for admission is concerned, Limitless essentially costs $100 per pair to play. I don’t necessarily think that it’s worth it for every player out there. That’s a lot of money and there are a lot of great games with exciting environments that cost far less… You don’t even have to leave Komnata Quest’s building to find some of them. The choice to play Limitless is a value judgment.
One last note: Limitless is played without shoes, so wear socks… and unless you want to go barefoot through one of the puzzles, I’d encourage you to wear the lightest colored socks you own. If you want to find out why, you’ll just have to play Limitless.
Book your hour with Komnata Quest’s Limitless, and tell them that the Room Escape Artist sent you.
Full disclosure: Komnata Quest provided media discounted tickets for this game.
When you play a game of thrones you win or you run out of time and mope.
Location: Brooklyn, New York
Date played: June 19, 2017
Team size: 2-6; we recommend 3-4
Duration: 60 minutes
Price: $38 per ticket on evenings and weekends, $28 per ticket on weekdays
Story & setting
Our great house had fallen to invaders and we found ourselves chained up in our own dungeon. We had to escape… and set things right.
Designed in clear homage to Game of Thrones, parts of Heir To The Throne pulled directly on George RR Martin’s fantasy world and most of it alluded to the source material. Komnata Quest sent us on a journey through a surprisingly expansive and generally compelling castle dungeon adventure.
As with many of Komnata Quest’s escape rooms, Heir To The Throne was an adventure experience. It was, however, decidedly more puzzley than most of their escape rooms.
The puzzles required more physicality than those in most escape rooms.
The large set just kept going. We’ve gotten out of a lot of Komnata Quest’s room escapes pretty quickly and this one had three moments when we thought we were finished.
While some segments looked better than others, the set generally looked good, and some portions looked fantastic.
There were plenty of fun and unexpected interactions.
For a portion of the game, our team was chained together. The restraints were cumbersome and uncomfortable with no safety releases. The mechanism that was used to release the restraints was equal parts interesting and cheesey… which is a strange statement that you’ll only understand after experiencing it.
Heir To The Throne had some questionable props and interactions from a safety standpoint.
I was expecting a more dramatic climax to the narrative.
Should I play Komnata Quest’s Heir To The Throne?
Komnata Quest lives on the edge and Heir To The Throne is a prime example of their style of game design. It was an intense, unusual, adventure that was at times uncomfortable and a little unsafe.
If you struggle with mobility or do not feel comfortable being restrained, then you should skip Heir To The Throne.
If you’re a newbie or experienced escape room player looking to feel like you’re escaping from the dungeon of Winterfell, you’re probably going to have a pretty good time.
Not every decision made in Heir To The Throne was 100% sound, but that’s life in Westeros.
Book your hour with Komnata Quest’s Heir To The Throne, and tell them that the Room Escape Artist sent you.
Full disclosure: Komnata Quest provided media discounted tickets for this game.
Opening night had arrived, but the script was missing. We needed to search the playwright’s room in order to find the script and alleviate the superstitions of the show’s cast.
The Playwright had an old-timey, lived-in hotel room vibe. More than any other room escape at Escape the Estate, The Playwright felt at home within the backdrop of the Hotel Whitmore.
The Playwright was puzzle-driven. Some of the puzzles felt brilliant and refined. Others didn’t seem quite finished.
The Playwright had a number of wonderful mechanical interactions that surprised and delighted us.
Susan, our gamemaster, was a wonderful and unobtrusive in-game actor. I was particularly fond of the quirky and subtle way that she would indicate when we were on the right track for any puzzles where we were a bit unsure of what the room escape wanted from us.
Segments of The Playwright’s set had strange gaps and clear construction flaws. They didn’t seem like they should have been there, as they were neither part of the puzzling, nor the ambiance.
Some of the puzzles were missing clue structure and required logic leaps, or in one instance, unapologetic trial and error.
The Playwright lacked drama.
Should I play Escape the Estate’s The Playwright?
The Playwright was a puzzley escape room with some great mechanical moments, but it needed more drama written into it.
I never really felt any stakes in this experience. At one point, I found myself wondering why: “If this is opening night, why doesn’t everyone have a copy of the script?” Or, “It’s opening night, why doesn’t everyone know their lines?”
This lack of drama was systemic throughout the gameplay, which didn’t build towards anything.
Beginners will likely find The Playwright a strong challenge, as we were able to make a few of the logic leaps by virtue of understanding how escape rooms work.
Experienced players will likely find some of aspects of The Playwright underwhelming or simply wish for more polish.
There were great moments within this room escape, but this show was well past opening night and the script felt unfinished.