Price: $25 per ticket on weekdays, $30 per ticket on evenings and weekends
The Mall represented a big step forward for Complexity in a number of categories: puzzle complexity, set design, technology, and humor.
While a few of the puzzles could have benefited from a touch more clarity, and there’s room for additional growth in set design, The Mall was challenging, entertaining, and worthy of a visit if you’re in the area.
Who is this for?
Players with at least some experience
Punny mall store names
A humorous and light-hearted justification
Some really good puzzles
Interesting opportunities for teamwork
Wow… I’m unreliable. After a day of shopping at the mall, we were getting ready to leave when I realized that I had lost my wallet and car keys! According to Google Maps, we had one hour before we had to hit the road to make our dinner reservations at our favorite restaurant.
The stakes had never been higher.
Complexity created a scaled-down approximation of a mall. Each nook, corner, and room in the space represented another store. Each store was given a punny or joke name referencing common mall-based businesses.
Complexity’s The Mall was a standard escape room with a higher level of difficulty.
Core gameplay revolved around searching, observing, and puzzling.
+ The set was almost like a cartoon. We never felt like we were in a mall, but we always knew exactly what they were striving for. It was charming and engaging.
+ Complexity justified our presence in The Mall and our goal to escape with a delightfully humorous backstory.
– While the premise justified the experience, it didn’t justify the puzzles. The justification devolved into a puzzle room pretty quickly.
+ The puzzles were challenging and engaging.
– The Mall had a rough difficulty curve. Some of the earlier puzzles seemed particularly challenging and the balance of effort-to-reward felt a bit off.
– We missed a few tech-driven opens. Added springs and directional audio or light cues would help turn reveals into events, reducing confusion and adding drama.
+ Complexity’s Apple Store was as white as it was enjoyable.
+ Multiple puzzles required teamwork and communication.
+ The Mall was entertaining. Every time we opened a new space, we delighted in the witty reveal.
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.
Who is this for?
Players with at least some experience
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 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.
On the one hand, we loved the innovation in The Game Show. Escape New Haven included more inventive game mechanics in this escape room than most companies have in all of their games combined. On the other hand, The Game Show didn’t adequately onboard players, which could leave even experienced players completely clueless. Its unforgiving nature could be frustrating or exhilarating.
Who is this for?
People who like competitive games
Players with at least some experience
Atypical escape room structure
Unusual game mechanics
We were contestants on a new game show. The winners would receive a free trip to sunny New Haven, Connecticut.
Split into two teams, Red and Blue, we were each led into mirror image spaces where we had to use puzzle stations built into the walls to compete with one another for points.
The back wall graphically displayed each team’s score in real time.
The competitive gameplay was built around rapidly learning the rules to each game and outplaying your opponents.
The initial difficulty was more in operating the game’s controls. Once we mastered that, we turned our attention to the competitive puzzles.
Finally, there was a big twist in this game… and explaining it would absolutely ruin the game. So I’m going to leave it at that.
The Game Show was different. Its starting split-team competitive segment and the twist that ensued made for a dramatic and unusual experience.
The competitive concept was energizing. Escape New Haven drew inspiration from famous psych experiments, but reinvented the concepts as gameplay. It worked well.
The Game Show made sense, narratively speaking.
The post-twist gameplay was fantastic. I wish I could go into more detail.
The competitive gameplay lacked instruction or clear feedback. If you get it, it will be exciting. If you don’t get it, it will be painfully frustrating. If it doesn’t click for anyone, you will spend a lot of time in an unforgiving environment, under pressure from the competitive aspect. This could and should be smoothed over.
In terms of build quality and finish, while The Game Show was a step up from some of Escape New Haven’s earlier work, their set design still lacked polish and attention to detail. Everything felt decidedly homemade, even when the creation was impressive.
For example, the video segments seemed haphazardly slapped together. They featured a host standing in front of a white sheet. The elementary look detracted from the aesthetic that Escape New Haven clearly wanted for The Game Show.
Tips for Visiting
Use the app Parkmobile to fill your meter on the street in New Haven.
We were pleasantly shocked by the second act after being underwhelmed when we set foot in The Initiative. Narratively, Elm City Escape paid off the banality of the opening sequence and they rewarded us with fantastic gameplay later on. Worth it.
Who is this for?
Sci-fi and anime fans
Any experience level
The second act
Subtle character building and storytelling
Three epic puzzles
We made it! It was our first day of our dream job at the OMNE Corporation. Our excitement was swiftly dashed when we realized that we were going to be drones in a corporate machine that seemed like it was up to no good.
If we were going to continue working for this company, we had to meet the boss and learn his intentions.
We entered a large office with a few employee desks, a filing cabinet, and a break room station. Despite the motivational posters on the walls, it was as bland and mundane as a set could get… until the second act, which I simply cannot spoil… but it’s cool.
The Initiative was a standard escape room with a far greater emphasis on puzzling than on search.
Elm City Escape turned office essentials into puzzles that unlocked… more office essentials.
In the second act, The Initiative offered more inventive, interactive, and intriguing challenges.
Throughout The Initiative we uncovered many fun, nerdy references.
The Initiative followed a narrative arc culminating in a great twist.
Elm City Escape designed some phenomenal puzzles. These late-game challenges were the highlights of the escape room. They were brilliant.
The Initiative escalated well.
The opening set was large and lackluster. Elm City Escape could improve The Initiative with a stronger opening statement.
We suggest that Elm City Escape bolt down one more substantial prop and maybe consider making it easier for shorter players to interact with it.
The Initiative required parallel puzzling. In one instance, we tackled three creative and intriguing puzzles and a fourth typical process puzzle concurrently. The person tackling this fourth puzzle missed out on the most interesting parts of this escape room.
Tips for Visiting
You’ll be underwhelmed by the first room. Puzzle through it, things get more interesting.
Use the app Parkmobile to fill your meter on the street in New Haven.
Enter the building, pass the security desk, turn left, and go downstairs.
Duration: 60 minutes (can be extended for small groups)
Price: $29 per ticket
Story & setting.
We embarked on a treasure hunt for pirate gold. We entered a local cabin where we hoped former treasure hunters had left behind enough clues that we would strike it rich.
Raiders of the Lost Room was based on the true story of Pirate David Marteen who, according to legend, buried treasure nearby in East Granby, Connecticut. The folks from AdventurEscape told us that they had been kicked out of the local historical society for asking questions about the legend. (It seems the historical society gets a lot of wannabe treasure hunters.)
The large gamespace felt vaguely like a cabin with old eclectic furniture and a fireplace.
Raiders of the Lost Room was an old-school escape room. There was a lot to puzzle through. In this non-linear room escape, there was a lot available to work through at any given time.
These puzzles involved search, observation, spatial reasoning, riddling, ciphering, and dexterity.
Raiders of the Lost Room was inspired by local Connecticut lore. AdventurEscape built their escape room on top of an existing treasure hunting legend. This was a great idea.
The puzzles in Raiders of the Lost Room would keep a larger team entertained. For the majority of the game, there were plenty of different puzzles to work on, many of which could engage a couple of people working together.
We enjoyed AdventurEscape’s implementations of more common escape room puzzle types. They added intrigue without tedium.
There were some unusual puzzles in here too; they were generally a good time.
We appreciated one late-game puzzle that relied on different skills and contrasted with the earlier puzzling. It was refreshing and exciting.
While we enjoyed the interaction in this puzzle, it lacked in-game feedback. We continued trying to solve it long after we’d succeeded.
In one instance, Raiders of the Lost Room suffered from a gating problem. One puzzle was open from the first moments of the game and we spent a lot of time approaching it incorrectly before we received enough information to tackle it appropriately.
Raiders of the Lost Room needed polish. AdventurEscape could make interactions more precise, clean up wear, and add more aesthetic flair to the cabin.
Should I play AdventurEscape’s Raiders of the Lost Room?
Raiders of the Lost Room was packed full of fun and challenging puzzles. These were enticing and approachable.
AdventurEscape has continued to iterate and refine Raiders of the Lost Room. While at times this leads to choppiness, it generally means that the clue structure exists if you persist in finding it.
There is a lot of find, as is the nature of most large-team games.
Players of all experience levels can enjoy Raiders of the Lost Room. We recommend that newer players especially bring a larger group and communicate well. For more experienced players who won’t be overwhelmed by the volume of challenges to approach, Raiders of the Lost Room would be a lot to tackle as a small group, but doable.
If you have a large group looking for adventure, we recommend this search for pirate gold.
Following the story of The Missing Doctor, we volunteered to participate in the amusingly mad Dr. X’s experiment… but first we had to figure out what we’d even signed on for.
The Experiment didn’t really have a set. There was a clearly defined space within which the escape room took place, but it was basically walls, doors, puzzle components, and a few random pieces of furniture.
The Experiment revolved around discovery and experimentation.
We relied heavily on keen observation and communication.
The Experiment was frequently un-hackable. Each time we thought we could skip a step, Puzzle Theory thwarted us. They clearly gave information dissemination and gating considerable thought.
We generally loved the puzzles that were presented to us in The Experiment.
Their character, Dr. X, was amusing. I rarely read a nonrequired long-winded thing… but I wanted to read the funny conclusion Dr. X presented us.
The stories of The Experiment and The Missing Doctorlink brilliantly. If you don’t get the story or couldn’t remember the story (like me), ask your gamemaster to explain it afterwards.
The gamespace had an odd layout that was occasionally frustrating. We frequently found ourselves maneuvering around each other in cramped spaces.
The Experiment was more physically demanding than it needed to be due to the awkward positioning of a crawlspace and the repeated transition through it. There was also one more active puzzle in a hard-to-reach location.
The Experiment didn’t look like much at all. There really wasn’t a set; it was simply a space to contain the puzzles.
Should I play Puzzle Theory’s The Experiment?
The Experiment was fully puzzling with a side of humor. Dr. X is amusing and his experiment ridiculous and entertaining. If I had to guess, the folks from Puzzle Theory are probably pretty big fans of Futurama and Rick & Morty… It’s just got that vibe.
If you play escape rooms for the puzzles, you’ll enjoy The Experiment. It required us to think in different ways and work through concepts that resulted in satisfying solves.
If your enjoyment of an escape room requires a beautiful set, The Experiment won’t be for you. Not at all.
The Experiment would be challenging for newer players, but is nevertheless approachable for the puzzle-minded at any level of experience. Make sure that you can crawl or that you have a few people on your team who can.
Price: $25 per ticket on weekdays, $27 per ticket on weekends
Story & setting
In the late 60s and early 70s, “The Zodiac Killer” terrorized the San Francisco Bay area murdering somewhere between 5 and 28 people. He celebrated his slayings by sending 4 enciphered messages to authorities. He was never identified or caught and only 1 of the cryptograms has been solved.
Decades later in Connecticut, a Zodiac Killer copycat had started taking lives and a $100,000 reward had been offered for information leading to his capture. As a group of college students taking an investigative journalism class at a local university, we’d decided to look into the killings… and we’d tracked a suspect back to his home. What could possibly go wrong?
The “serial killer” escape room genre generally comes in three flavors:
Horror murder house
Children’s haunted house of party store props
Creepy house of slightly intimidating death iconography
Son of the Zodiac firmly fell in the third category. The set was essentially the killer’s creepy living room puzzle confessional. It more than adequately staged Quandary’s puzzles, but didn’t contribute any dramatic flair.
Son of the Zodiac shined in the puzzle department. A few of the puzzles were pretty damn brilliant. Quandary did a good job of embedding their puzzles into the set and providing challenges with more than one layer of complexity.
Quandary’s story was detailed and established the set, as well as our reason for being there. Through a smart game design element, they managed to keep the narrative alive throughout the entire game right up to the conclusion. This is a rare feat in an escape room.
When we asked each teammate their favorite part of the Son of the Zodiac, damn near every puzzle was listed individually by at least one person. The puzzling was varied, complex, fair, and satisfying.
Two big puzzles were set up for parallel solving, but were mounted to the set in a way that resulted in a lot of crosstalk. The two groups that had split to tackle these challenges ended up tripping over each other both verbally and physically. This added tension to the escape room… but not the desirable kind.
The set didn’t look great. It was clearly put together with love and care, but there was plenty of room for improvement.
Should I play Quandary’s Son of the Zodiac?
Son of the Zodiac’s creepy-not-scary, horror-lite gameplay was fairly clearly stated on their website: “While the theme of this room is menacing, there are no “scares”: no one jumps out at you, no strobe lights, no loud noise.” They also made it clear that Son of the Zodiac would be more challenging than your average room.
This was not a room escape for people who get really into the scary, set-driven aspects of some serial killer games. It wasn’t frightening and in its climactic moments it only flirted with intensity.
While not an overwhelmingly difficult escape room, I’d recommend having played a room or two before taking on Son of the Zodiac. It’s not for total newbies, but it’s approachable with a bit of experience. You’ll want to know your way around an escape room before you go in because the puzzles in Son of the Zodiac were killer.
They have real treasure chests… and they are so much cooler than in the movies.
Location: Terryville, Connecticut
Date played: July 8, 2017
Team size: up to 8; we recommend 4-6
Duration: 60 minutes
Price: $23 per ticket (adults), $15 per ticket (teens)
Located at the site of the long-closed Eagle Lock Company, Lock Museum of America is a small non-profit museum dedicated to the history of locking devices.
The Lock Museum of America is a no-frills museum with a pretty amazing collection and a knowledgeable staff. They have well over a thousand padlocks, mortise locks, and safes. They have brilliant demonstrations of the inner workings of some of history’s most important lock designs, a gorgeous collection of bank time locks (which have an incredible and dark history), and a pair of over-500-year-old functioning Spanish Armada treasure chests with some of the most amazing closure mechanisms that I’ve ever seen.
My love of locks and lockpicking is well documented; I loved this little museum.
Within the museum they had an escape room style game… Should you play it?
Story & setting
The initial concept of the pin tumbler lock dates back to Egypt circa 4000 BC and the Lock Museum of America’s ancient Egyptian lock had been cursed. We had to break that curse or the bad things that happen when you don’t break an ancient Egyptian curse within an hour would set in.
The set was the second floor of the Lock Museum. They had set up a table in the middle of the main room which held many game components. The escape room included a series of lock boxes, puzzles, and hidden items within the museum displays.
Part museum scavenger hunt, part puzzle hunt, Lock Museum Adventure was less an escape room and more a puzzle-driven way to explore the Lock Museum. This was not a fancy room escape by any stretch of the imagination. However, it was fair and reasonably challenging.
Lock Museum Adventure included some items that no other escape room in the world could even dream of incorporating. Lock Museum Adventure was at its best when it physically involved items that were part of the museum itself. This came in two different forms:
Incorporating locking devices that were part of the museum
Creating puzzles from the existing museum displays
The Lock Museum did a good job calling out what was and was not part of the escape room, which was important because there was a lot to look at.
The setting within the Lock Museum was a ton of fun. I found myself shifting between room escape player and museum observer. The escape room was a great way to help visitors take in the many magnificent items on display.
While Egypt was significant in lock history, it wasn’t really the point of this Lock Museum. The “curse” story felt forced and disconnected from the space we were actually occupying. I would have loved a story that felt more connected to what we were seeing… or even no story at all. The Lock Museum was nifty on its own.
Most of the lockboxes that made up the core of the room escape were sealed with junky, uninspiring modern locks. It would have been more fun if these had been secured with less valuable older locks or even unusual modern ones.
Lock Museum Adventure gang locked boxes shut with a Master Lock Lockout Hasp. Gang locking kills any sense of forward momentum because solutions don’t reward players with new information.
I left the room escape wishing that more of the history and the space within the Lock Museum had been integrated into Lock Museum Adventure. This escape room could be an incredible way to learn experientially within an unusual museum. It does a little of this, but there is potential for so much more.
Should I play Lock Museum of America’s Lock Museum Adventure?
There are two pieces to parse here: Lock Museum of America and the museum’s escape room, Lock Museum Adventure.
If you’re even remotely intrigued by the design and history of locking mechanisms, Lock Museum of America is pretty damn cool. It isn’t fancy, but they display amazing things. I’ve been to museums that have more photos than genuine artifacts, where an hour or two on Wikipedia is more fulfilling… This isn’t one of those museums. The displays are tangible and the staff knows their stuff. I know this because I geeked out with them and asked all sorts of esoteric questions that probably bored my patient teammates to death.
I thought Lock Museum Adventure was a fun way to interact with the exhibits. It felt more like a scavenger hunt mixed with a light puzzle hunt, but it all worked. It could, however, do more to shine a light on what makes this museum special. I hope that it gets there because it has so much potential.
Between exploring the museum and playing the escape room, we spent about 2 hours in total at the Lock Museum of America and it was well worth the visit. It’s a convenient stop between New York and Boston. We learned a lot, saw some interesting and unusual things, and puzzled. If this sounds like a good time then I recommend a visit. I plan to return.
Poor Lenny Thompkins sold his soul in a decade where few care about the blues.
Location: Torrington, Connecticut
Date played: July 9, 2017
Team size: 4-6; we recommend 2-4
Duration: 60 minutes
Price: $29 per ticket
Story & setting
Mediocre guitarist Lenny Thompkins went down to the crossroads and sold his soul for talent. With his contract nearly up, we had to find and dispel it to save his life.
Lenny Thompkins sold his soul to play the blues was loosely based on the old legend from the Mississippi Delta of Robert Johnson, one of the fathers of the blues. Johnson recorded one staggering record and then died at the age of 27. His work became legendary and inspired the later icons such as Eric Clapton, Bob Dylan, Led Zeppelin, The Rolling Stones, and Fleetwood Mac. Johnson immortalized his own legend in the song Cross Roads Blues:
Which was later reimagined by Cream / Clapton as the blues rock classic Crossroads:
Yes… I’m a little bit passionate about the blues. Thank you for asking.
The set of Lenny Thompkins had an old music room feel about it. Lined with guitars, keyboards, metronomes, and instrument cases, it had that rugged “a broke musician who spends everything he has on gear” feel. It wasn’t a particularly beautiful set, but it felt reasonably authentic.
Lenny Thompkins was built around music puzzles, but composed in a way that didn’t require a musical background. It also had a mixture of more common escape room puzzles, most of which were a fair bit more challenging than in your average escape room.
Lenny Thompkins had a great intro video.
Music puzzles are very tough to create. Frequently, they either don’t provide enough information for folks who have no music background or they give so much away that the puzzles lose their souls. Pursue the Clues nailed their music puzzles, which really mattered in an escape room themed around music.
The musical prop selection in Lenny Thompkins was on point.
I loved the theme and story. Can you tell that I loved the theme and story?
The interactions that were built around search and discovery were underwhelming.
While the musical prop selection was great, there was a lot of room for improvement in terms of set design.
The story’s setup was fantastic and the conclusion certainly escalated, but the ending didn’t work. It felt jarring and unsatisfying. This was one of the rare escape rooms where our entire team (not just the blues lover) wanted more story and better gameplay integration.
Should I play Pursue the Clues’ Lenny Thompkins sold his soul to play the blues?
Lenny Thompkins sold his soul to play the blues was a challenging room escape, especially by 2017 standards. Whereas most escape rooms have gotten easier, this one was a bit of a demon. It was absolutely winnable, but newbies might have to sell their soul to complete it.
I highly recommend Lenny Thompkins for players who have won at least a few games, are in the region, and are looking for a challenging and creative escape room with a fun setup. It was a little gritty and far from flawless… but it left an impression.
Infected with the Black Death and seeking a cure, we approached the home of a mysterious alchemist. The rumor was that he had the ability to cure the disease, but he would only share this knowledge with those who could prove their wits and worth.
Staged in an ancient cabin in the woods, the set was compelling. It started off strong and the aesthetics only improved with each progression in the escape room.
Cure of the Alchemist contained tangible puzzles that generally required manipulation of the set pieces and props.
The puzzles escalated in difficulty and complexity over the course of the room escape culminating in a serious deductive challenge.
Unlike Team vs Time’s other escape rooms, they offer no hints in Cure of the Alchemist. We had to prove ourselves to the alchemist or die trying.
When we walked into Cure of the Alchemist, we felt like we were in a different world from the lobby at Team vs Time. The set was captivating.
Many of the puzzles felt on theme, as if they belonged in that environment.
We enjoyed a variety of puzzles, both simple and complex. We experienced quite a few fun moments of satisfying realization.
At one point, Cure of the Alchemist bottlenecked both in gameplay and physical layout. This stoppage of play was frustrating for the players who were boxed out.
Cure of the Alchemist was set up as a medieval escape room and the set supported that feeling… except that some of the locks were decidedly modern. The addition of a few older-looking lever locks would have eliminated some of the anachronisms.
Team vs Time set up a rather complex backstory, but it was ultimately irrelevant to the gameplay. Throughout our quest for the cure, we never felt the dramatic stakes of our mission. The completion of our quest was anticlimactic.
Should I play Team vs Time’s Cure of the Alchemist?
Cure of the Alchemist was a puzzle-driven escape room in an impressive medieval staging. The puzzles relied on the set pieces and the set was augmented by the puzzle components.
While not as suspenseful or dramatic Gangster’s Gamble, Cure of the Alchemist delivered more cohesive puzzle and set integration.
While Cure of the Alchemist was not as challenging as some of Team vs Time’s other escape rooms, we do not recommend it for brand-new players. Since players are proving themselves to the alchemist, Team vs Time does not give any hints. To that end, we recommend that you play at least a few other escape rooms before attempting this one. You should also probably play Team vs Time’s other games to get a feel for their unique style of gameplay prior to taking on the alchemist’s challenge.