Crane Manor is one of the best games in the Metro DC area. Here are our other recommendations for great escape rooms around Washington DC.
Location: Frederick, MD
Date Played: October 3, 2021
Team size: 2-10; we recommend 4-5
Duration: 75 minutes
Price: scaled pricing from $50 per player for teams of 2 to $32 per player for teams of 10
Emergency Exit Rating: [A+] No Lock
Physical Restraints: [A+] No Physical Restraints
Growing up in New York’s Lower Hudson Valley, the legend of the Headless Horseman was a recurring part of Halloween. I hadn’t seen this story told through an escape room before, and I was pretty excited about it.
From a gameplay standpoint, we enjoyed Crane Manor. It had interesting, meaty puzzles that weren’t especially hard, but did demand a little more thought than your typical escape room fare. There were some late game puzzle interactions that felt half-baked, but those notwithstanding, it felt good solving Crane Manor.
From a narrative and thematic standpoint, Crane Manor had a bit of an identity crisis. We were never sure whether it was supposed to feel spooky, scary, or simply intriguing? Similarly – and perhaps relatedly – we felt like the set and story weren’t pulling in the same direction. Crane Manor needed to commit to a mood.
Crane Manor had a lot going for it if you have some escape room experience. It was an unusual and puzzley escape game, and well worth checking out if you’re from the area. Newer players should strongly consider playing Clue IQ’s Operation Jingle Bells or Excalibur first.
Who is this for?
- Adventure seekers
- Story seekers
- Puzzle lovers
- Best for players with at least some experience
- For a puzzle-forward game
- Moody, atmospheric set
Legend tells of a man who fought for the British during the American Revolution, and neither bullet, nor bayonet could kill him. He eventually met his end when a cannon ball removed his head… but he returned as the vengeful ghost known as the Headless Horseman.
Years later, a man named Ichabod Crane encountered the Headless Horseman. Narrowly surviving his encounter, he became obsessed with the Horseman, studying magic to learn how to control the ghost for his own villainous purposes.
It had become our duty to break into Crane Manor and finally put the immortal Horseman to rest.
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