Missions Morpheus – Apocalypse [Review]

Hot Sauna Time Machine

Location:  Montreal, Quebec, Canada

Date Played: February 1, 2020

Team size: 4-6; we recommend 3-5

Duration: 60 minutes

Price: 30 CAD per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Apocalypse was a fun, puzzley game in an attractive setting. Missions Morpheus included some great interactions and a strong transition moment.

Missions Morpheus "MM" in a target reticle logo.

While that strong transition moment was cool, there were clear opportunities for refinement that could have made this game epic.

Additionally, with one towering ghost puzzle, it seemed like what they had originally created was far too complicated for an escape room.

I feel like Missions Morpheus was so close to having something incredible on their hands. I hope that they make a few selective improvements to this escape game.

Even if they don’t, I can comfortably recommend Apocalypse for players of all experience levels.

Who is this for?

  • Adventure seekers
  • Puzzle lovers
  • Scenery snobs
  • Any experience level

Why play?

  • A cool set
  • Nifty scene transitions
  • Puzzles that cleverly used the space

Story

A man claiming to be a time traveler had been arrested. Interpol couldn’t find any documentation of this man’s existence in any database. He alleged that terrorists had traveled through time from November 2022 to his time in 2522, where they had detonated a bomb that ended the world.

There was a recording of a break in at the old workshop-turned-museum of Middle Ages scientist/ inventor Sebastian Trithemus, who claimed to have created a time machine. The cameras showed men entering the building, but never leaving.

Setting

Apocalypse was set in a Middle Ages workshop, made largely from wood. Bookshelves lined the walls, along with drawing, diagrams, and maps. Various tools and equipment were dotted throughout the space.

It looked good. I would show it to you like we always do, but there was a strange mix-up with Missions Morpheus: When we visited they told me that they had photos that they could send. However, when I followed up over email, they told me us no such photos existed or could be taken and emailed. Β―\_(ツ)_/Β―

Gameplay

Missions Morpheus’ Apocalypse was a standard escape room with a moderate level of difficulty.

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

Analysis

βž• Missions Morpheus set Apocalypse in a large space with intriguing props and puzzle elements. It had a cohesive aesthetic. It looked polished.

βž• Missions Morpheus minded the details in the gamespace, covering the material of a common escape room item to make it feel more of their world.

βž• In the first scene, Apocalypse presented a variety of challenges that required us to think in different ways. Many of these were meaty, layered solves. We especially enjoyed one visual extraction from a tangible solve.

βž– Apocalypse had one glaring ghost puzzle. It was disappointing to see this prop standing without purpose. The resulting interaction seemed especially forced.

βž•/βž– Apocalypse included an exciting transition in two acts. It was a fun setup. That said, if the team made an easy mistake, the reset required a gamemaster’s instruction and substantial backtracking. We liked the concepts behind this transition, but it felt like a missed opportunity for a truly memorable sequence. Furthermore, given the story moment, we expected a more dramatic transformation.

βž– In some instances, we encountered imprecision that stalled our forward momentum. This took the form of a few finicky measurements. It also included a lack of precision in prop construction that left us bewildered. Cleaner execution would have given us more confidence as we worked through one process puzzle.

βž– Although Apocalypse was not a search-heavy escape room, Missions Morpheus missed an opportunity to sidestep a certain tired search trope.

Tips For Visiting

  • There is metered street parking. Download the P$ Montreal parking app to pay the meter.
  • This game is entirely bilingual (French and English).
  • Players will be split into two different starting areas, but they can see and hear each other.

Book your hour with Missions Morpheus’ Apocalypse, and tell them that the Room Escape Artist sent you.

Disclosure: Missions Morpheus provided media discounted tickets for this game.

Great Scott Mystery Rooms at The Storyteller’s Cottage – The Dame Disappears [Review]

Where in the world is Agatha Christie?

Location:  Simsbury, Connecticut

Date Played: January 20, 2020

Team size: 2-8; we recommend 2-3

Duration: 60 minutes

Price: $30 per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

The Dame Disappears was a lovely, beginner-friendly escape game in The Storyteller’s Cottage, a Victorian mansion turned escape room/ writers’ workshop/ event space.

Located in a charming small town, we absolutely adored The Storyteller’s Cottage, its programs, and its goals. We wish there was something like this near us.

As an escape room, The Dame Disappears was a strong game for newer players. It was elegant, engaging, and told a story.

In-game: closeup of a nightstand with a book, a lamp, a tea pot and a tea cup.

Who is this for?

  • Story seekers
  • Puzzle lovers
  • Any experience level

Why play?

  • Solid, beginner-friendly puzzling
  • The Storyteller’s Cottage is a wonderful place to visit
  • The Victorian charm of the set and setting

Story

Agatha Christie had gone missing and Scotland Yard had sent us to her home to inspect her belongings. Could we solve the case of the missing mystery novelist?

In-game: Wide view of a bed room with large dressers and a makeup vanity.

Setting

We entered a gorgeous historical home that has been repurposed as an escape room/ writers’ workshop/ whatever other crazy and fun ideas the owners and patrons dream up. It was a wonderful place.

The individual escape rooms were set in rooms within this house. In the case of The Dame Disappears, the room was Agatha Christie’s bedroom. The space was simple, yet lovingly built with clear and consistent art direction.

The use of technology was limited, yet imaginative.

In-game: an open trunk with a dress hanging inside beside a fireplace.

Gameplay

Great Scott Mystery Rooms’ The Dame Disappears was a standard escape room with an easy level of difficulty.

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

In-game: Wide view of an old bedroom centered on the bed.

Analysis

βž• Great Scott Mystery Rooms was built into the beautiful Victorian mansion that is The Storyteller’s Cottage. The Dame Disappears took place on the second floor, in a bedroom that hearkened back to the era of the house with its bold wallpaper and antique furniture. The adorable set felt at home in The Storyteller’s Cottage.

βž• The puzzles were well clued. Although the gameplay was search-heavy, we never found ourselves ransacking a bedroom blindly. While at times there was a higher volume of text, we never found ourselves pulling random words or numbers from documents.

βž– Much of the clue structure was on laminated sheets of paper. We’d love to see Great Scott Mystery Rooms pull more of the clue structure into the set and props and find less anachronistic methods of delivering written materials.

βž– The puzzle gating included a number of locked boxes. Locked trunks belonged in The Dame Disappears. Other locked items felt out of place. There was an opportunity to vary the puzzle gating and build it into more set pieces and props, rather than place it atop these items.

βž• We enjoyed stepping upon a nifty reveal.

βž• The hint system was part of the game world. It was helpful and responsive.

βž– The final puzzles lacked excitement. Although they involved fun mechanisms, they were single player solves, and located in a corner such that they wouldn’t really be available for onlooker participation. For a group of more than 2 people, we expect that much of the team would disengage right as they reached the finale.

βž• The narrative had a fun twist for the final act. This added intrigue.

βž• The escape rooms at Great Scott Mystery Rooms are inspired by literature. They incorporated Easter eggs for the Agatha Christie fans.

Tips For Visiting

  • Great Scott Mystery Rooms is located within The Storyteller’s Cottage, an adorable vintage Victorian home that hosts literary events, literary societies, writers’ workshops and retreats, storytelling events, author salons, literary-themed mystery rooms, and much more.
  • You can park on the street directly in front of the house, or anywhere on Hopmeadow Street (on-street parking is free). Additional free parking is available behind the Fiddler’s Green building (where Joe Pizza is located).
  • The Dame Disappears is on the second floor of the house, up a flight of stairs. There is another escape room on the first floor of the house, which is wheelchair accessible.

Book your hour with Great Scott Mystery Rooms’ The Dame Disappears, and tell them that the Room Escape Artist sent you.

Disclosure: Great Scott Mystery Rooms comped our tickets for this game.

Outside the Box – Darklight Disco Fight [Review]

Puzzle Dome

Location:  Webster, MA

Date Played: November 10, 2019

Team size: up to 12; we recommend 6 (played as 3 vs 3) or 8 (played as 4 vs 4)

Duration: 60 minutes

Price: $27 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

At its core, Darklight Disco Fight was a competitive puzzle battle.

Outside the Box’s game design was deeper and far more nuanced than any other competitive escape game we’ve encountered to date. There were multiple ways to interact with and sabotage the opposition, and a great many opportunities for a team to approach the game strategically instead of just solving puzzles faster than the other folks.

This was a super fun, hilarious, high-energy game.

In-game: a flourscent glowing square with a dice and a big question mark besdie it.

The tragedy of Darklight Disco Fight, however, was that we had to play it to truly understand how to play it well, or with any type of strategy. Now that we’ve solved the puzzles, we can’t play it again the way we would have wanted to play it.

Outside the Box did so many smart things in this low-budget production. The struggle with producing something novel and new like Darklight Disco Fight is that it’s essentially a public beta for all manner of new concepts. Some work; some don’t. In this case, a lot of them could benefit from refinement.

I absolutely recommend Darklight Disco Fight to a group of evenly matched puzzlers who are in the area. To the best of my knowledge, there’s nothing else quite like it.

Who is this for?

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

Why play?

  • The massive volume of puzzles
  • Competitive play
  • Opportunity to interact with and affect your opponents

Story

Two teams entered a head-to-head puzzle battle at the blacklight disco.

In-game: wide shot of Darklight Disco. There are an assortment of costumes hanging from the wall, and a glowing square on the floor.

Setting

The Darklight Disco Fight set was split into two identical and mirrored spaces. Each team entered their own space to compete against the team on the other side of the wall.

From an aesthetic standpoint, Darklight Disco Fight had a bare-bones, old-school escape room look. The focus was on the gameplay. The room was basically filled with puzzle components and locked compartments, all bathed in blacklight.

The gamemaster was a key part of the world as we regularly had to show solutions on camera or announce them audibly to earn points. This interaction added to the experience as our gamemaster brought a lot of personality to Darklight Disco Fight.

In-game: closeup of puzzle solution compartment, each is numbered and has a lock hanging from it.

Gameplay

Outside the Box’s Darklight Disco Fight was a competitive escape room with a high level of difficulty.

Core gameplay revolved around observing, making connections, puzzling, and moving quickly. It was also imperative to understand the structure of the game and helpful to strategize an approach. Pay close attention to the rules video and ask questions.

In-game: closeup of a fishtank with a yellow submarine inside of it.

Analysis

βž• Darklight Disco Fight had an infectious energy. It was dark, but fluorescent, with an energetic soundtrack. It pitted us against our friends in competitive play. This upped the stakes and our exuberance.

βž• Our gamemaster added great energy. He interacted with us, verifying our solves, calling out when we triggered new challenges, and DJ-ing the game.

❓ Darklight Disco Fight didn’t look like much. It was all about the puzzles. However, it had a gameshow aesthetic and it didn’t need anything else.

βž• Darklight Disco Fight was jam-packed with puzzles. These varied enormously in type of challenge and difficulty of solve. The puzzles also varied as to how they affected the gameplay, which added a level of complexity. There was something for everyone and every goal.

❓ The puzzles required more outside knowledge than typical escape room puzzles. We had to solve serious math equations, among other things. This worked fine because no team needed to – or would have time to – solve all the puzzles within the 60-minute game clock. If we didn’t know a reference, or couldn’t remember an operation, we could just skip the puzzle. This might irk some players, however, because it is different from typical escape room gameplay.

In-game: A strange puzzle that seems to take inspiration from Super Mario Brothers.

βž• We were equipped with the tools we needed to solve, including cipher charts and whiteboards.

βž– Outside the Box introduced Darklight Disco Fight with a video. This did not adequately explain the unorthodox gameplay. It covered too much information too quickly. While our gamemaster did give us a chance to ask questions at the conclusion of the video, we didn’t understand well enough to know what we were confused about. We had to figure out how to play as we played.

βž•/βž– There could be tons of strategic approaches to this game. As an unusual set up with lots of variables, there could have been plenty of ways to approach gameplay. Unfortunately, our playthrough felt like a free-for-all due to our lack of strategic understanding. This neutered a lot of the depth that Outside the Box built into the game.

βž– Darklight Disco Fight lacked a clear way to keep track of puzzle progress across both teams. Although we had a scoreboard, it was limited. A bigger, more detailed board could have conveyed the action and taken over some of the organization that was put on the teams.

βž– The game structure enabled the teams to interact – to steal away puzzle components, rendering puzzles impossible for the other team, or to create other forms of sabotage. Not all of these were created equal. We could also trigger something we didn’t want to have happen.

βž• Darklight Disco Fight was a canvas for our own fun. Solving puzzles was gratifying… so was heckling, sabotaging, and otherwise enjoying competitive gameplay with friends.

βž–/❓/βž• Darklight Disco Fight needed better onboarding before we entered the gamespace. We spent the first few minutes explaining to each other how to play. There were plenty of key nuances that far too many people missed, but would have made play smoother. At the end, we all wished we could play again with a strategy. But unfortunately, as it was an escape room, we’d already solved far too many of the puzzles for it to be replayable. In its current form, Darklight Disco Fight is trapped in a Catch-22 where players need to play once to learn how to play well, but after playing once, can’t ever play again.

We hope Outside the Box will consider making a “B” version with new puzzles. There is a ton of replayability within this structure, and with new puzzles, we expect many teams would return with a competitive strategy. We certainly would!

Tips For Visiting

  • The entrance is behind the building.
  • There is a parking lot behind the building and street parking out front.
  • We highly recommend you play this one with friends where everyone feels comfortable together and wants to compete in a high energy puzzle showdown.

Book your hour with Outside the Box’s Darklight Disco Fight, and tell them that the Room Escape Artist sent you.

Esscape Room – The Real Kitchen Nightmare [Review]

Out of the frying pan & into the fryer.

Location:  Long Island City, Queens, NY

Date Played: November 25, 2019

Team size: 2-6; we recommend 4

Duration: 60 minutes

Price: starting at $30 per player

Ticketing: Private

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

The Real Kitchen Nightmare was set within a commercial kitchen with a horror twist… and it felt right because the creators of this game own a couple of actual restaurants nearby. The environment delivered with an authenticity that greatly exceeded the norm.

In-game: A frying pan on an restaurant stove beside a deep fryer.
Image via Esscape Room

Esscape Room’s gameplay was brutally hard. It felt like 2014-level difficulty, which was jarring after half a decade of the industry at large shifting to more approachable gameplay. But it was fair. Our team of 5 very experienced players finished the game with 5 minutes to spare and used 0 hints. It was winnable, but we were only the second team to do so. This was a shame because the best part of the game was, without a doubt, the cleverness of the ending… which most players never see.

Our biggest knock against The Real Kitchen Nightmare was a rule about “not making a mess of the kitchen” which ultimately ran contrary to the search-heavy nature of the game. Beyond this, there were a lot of smaller issues, which is common for a company’s first game.

The Real Kitchen Nightmare was an impressive first outing from a brand new company. The game was memorable. The New York City escape room scene has really aged and it’s exciting to welcome a newcomer. This is one of the stronger games that the market has. If you like horror, we recommend it. Bring a mighty team, or it will smoke you.

Who is this for?

  • Horror fans
  • Adventure 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 realistic set
  • Tons of puzzle content
  • A fantastic ending – if you can get to it

Story

After mysteriously closing, 3 Michelin star celebrity chef Francois ‘Le Boucher’ (the butcher) Hellerstein had finally reopened his flagship restaurant. Hellerstein was world famous for his incredible food and intense rage. We were investigating him because the entire staff of his last restaurant had disappeared without a trace.

In-game: a portrait of a beautiful woman smoking, hung on a brick wall.
Image via Esscape Room

Setting

The Real Kitchen Nightmare was set in an old, run down restaurant kitchen. It felt real. Essentially all of the props were originally from a restaurant kitchen, and the owners/ creators of this game also own a pair or nearby bars/ restaurants… so they have a pretty good idea of what a restaurant kitchen is supposed to look like.

In-game: A red tinged view of an restaurant kitchen.
Image via Esscape Room

Gameplay

Esscape Room’s The Real Kitchen Nightmare was a standard escape room with a very high level of difficulty.

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

In-game: A door covered in padlocks with an exit sign above it.
Image via Esscape Room

Analysis

βž• The Real Kitchen Nightmare felt real and raw. The set was a restaurant kitchen.

βž• Esscape Room used sounds and practical effects to amp the intensity.

βž•/βž– The gameplay was solid, yet dated. The Real Kitchen Nightmare was a search-heavy, lock-heavy game, where much of the gameplay was in uncovering what props connected to which puzzle and which lock. Many of the puzzles were only there to give players a hint for another puzzle. The puzzles were thematic, but grounded primarily in escape room logic. Despite feeling dated, the gameplay worked. Connections became clear and each solve marched us forward.

βž– At times instructions and cluing felt at odds with the gameplay. For example, because of in-game cluing, we thought we’d encountered an order preservation puzzle. Everyone knew how to solve it, but nobody touched it for far too long because of misleading cluing. We’d also been instructed “not to make a mess of the kitchen,” but in a search-heavy room, those explicit instructions misguided us to gameplay errors that we wouldn’t have made otherwise.

βž– This kitchen didn’t have a timer. In easier escape rooms, we’d rather not have gameclock present because clocks don’t usually make sense, and we’d rather play for the experience than for our time. In The Real Kitchen Nightmare, however, the absence of gameclock was problematic. It was a difficult game where hints and time were a resource to manage. We knew we could easily lose, and without a clock, we had no way to gauge whether we should ask for a hint. Having seen this game through to the end and won, we think teams would have a better experience if they were armed with a kitchen timer.

❓ The Real Kitchen Nightmare was really hard. We won with 5 minutes to spare, having taken zero hints. We like challenging puzzle games, but they present a structural challenge. Since the linchpin of this escape room is near the end, if players don’t get to that moment, they miss out on a lot. At the time we played, less than a handful of teams had reached this moment, regardless of win or lose. Since Esscape Room doesn’t show players the rest of the game when they fail, losing teams can walk a way with a substantially lesser experience.

βž•/βž– The Real Kitchen Nightmare had a stellar introductory scene. It set up the experience. From a tonal standpoint, it delivered. From an experiential standpoint, it enabled the game to come full circle. That said, it primed players for a different type of escape room gameplay than they would experience in the next hour.

βž– The Real Kitchen Nightmare needed onboarding. It had an intense introduction, in character with a horror game. That said, players will be able to enjoy the game more if they are presented with a fair onboarding that explains things such as where to find the the bathrooms, hint system instructions, and in case of emergency safety instructions.

βž• Esscape Rooms had a really interesting design aesthetic that is shared with their real restaurant. It was cool.

βž– There were legitimately dangerous, movable props in this escape room. I don’t want to put too fine a point on it, but Esscape Room should strongly consider further dulling down these items. This was a horror experience and people will be jumpy.

βž• The Real Kitchen Nightmare had a cool transition.

βž– While Esscape Rooms set up a story, they didn’t deliver it through play. There was opportunity to make the story resonate as we solved the puzzles within the main sets of this experience.

βž• The Real Kitchen Nightmare built up in intensity. Horror escape rooms typically struggle with players becoming comfortable as they get to know the space. Esscape Room didn’t fall into this trap. They were able to keep us on edge.

βž• The Real Kitchen Nightmare delivered quite the mind%&*#. Cheers to Esscape Room for pulling this off.

Tips For Visiting

  • Esscape Rooms is located in Long Island City, just off the Queensboro Plaza Stop – N,W & 7 train – and a few blocks from Queens Plaza & 21st Street Stops – E & F train.
  • The folks behind Esscape Room also own the The Huntress, a restaurant and bar on the same block. We recommend stopping by after your game.

Book your hour with Esscape Room’s The Real Kitchen Nightmare, and tell them that the Room Escape Artist sent you.

Disclosure: Esscape Room comped our tickets for this game.

Q The Live Escape Experience – Area Q [Review]

Puzzle Gear

Location:  Loveland, CO

Date Played: September 6, 2019

Team size: up to 10; we recommend 3-5

Duration: 60 minutes

Price: $24.99 per player

Ticketing: Public

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Area Q was a unique experience. Some of it was brilliant and some of it was a mess (literally and figuratively).

The crux of the game was built around a heist. We were stealing something and needed to navigate the security system as well as the guard. In a lot of ways, it felt a lot like a Metal Gear game.

In-game: A person sneaking around a wooden crage in a dark room.
Image via Q The Live Escape Experience

The cool thing about Area Q was that there were a lot of different ways to play it. If you played Area Q as a straight puzzle room, however, I think that you would find it pretty dull; the puzzles were decidedly subpar. That said, you don’t have to play it that way. It can be what you make of it.

I’m really glad that we played this game because it was different. Q The Live Escape Experience tried some interesting concepts… and they nailed the actor interactions. The catch here was that the puzzles, cleanliness, and finer points of set design felt all but ignored.

If you’re open to a unique experience that is equal parts exciting and flawed, then this is worth checking out. However, if you’re looking for something that is more grounded in escape room tradition and functions more smoothly, The Conjuror was a stronger all-around game.

Who is this for?

  • Adventure seekers
  • Actor interactors
  • Players with at least some experience

Why play?

  • The guard actor was fantastic and gave the character a ton of personality
  • The scenario built a lot of tension

Story

A meteor had crashed into Earth and had been retrieved by a criminal organization. Their scientists had extracted alien bacteria and used it to engineer a plague. Now they planned to auction it to the highest bidder.

Our assignment: infiltrate the facility under cover of darkness, avoid being caught by the guard, steal the plague sample, and plant a bomb to destroy the remaining samples.

Setting

Area Q sent us down into a rustic research lab. The reality of this staging was a game in a large, dusty, and dark warehouse space. Most of the set pieces were large wooden crates behind a chain-link fence. The laboratory portions felt hacked together.

It was spartan.

In-game: A glowing green exit sign over a door viewed through a chainlink fence.
Image via Q The Live Escape Experience

Every 10 minutes, like clockwork, a security guard patrolled the space. The actor was fantastic and really imbued this character with a personality.

Gameplay

Q The Live Escape Experience’s Area Q was an actor-driven escape room with a moderate level of difficulty.

Core gameplay revolved around searching, puzzling, hiding, and engaging with the actor.

Analysis

βž• Area Q was an escape room in principle, but the gameplay was open ended. We could play it straight by solving puzzles, or go for a more dramatic, improvisational approach with the actor.

βž• The guard gave this game intrigue. He walked with personality. He was imposing and threatening, but also amusing. He was adaptive too. He would play the type of game that the players wanted to play. When we chose to mess with him, he gave it right back to us. This was a ton of fun.

βž– The puzzles were downright boring. They felt like tedious work we had to slog through. It didn’t help that we had to abandon them and hide every time the guard approached.

βž– The gameplay was largely search-focused. Search was frustrating because the set was large and dark. Although we weren’t bumping into things, we weren’t keen on blind searching, considering the dirt and splintery props.

βž• Although Area Q was a dark space, it needed to be for the premise of the game. We had enough flashlights for each teammate. The space was also devoid of clutter and tripping hazards. We weren’t going to miss these props.

βž– There is a difference between a dirty-looking set and an actually dirty set. Area Q was filthy. After hiding in this set, we were covered in dirt and dust.

βž• Area Q had a laissez-faire approach to solving. There was no definitive way to accomplish something. We could solve the puzzles or find our own means to accomplish our heist. In fact, they’d designed different paths to get teams to the same ending. Depending on how a team approached the game, different things could happen, but none of them would be game-ending. Instead, they would set the team on a different path to a successful ending.

βž– There were opportunities to make the props more interesting. For example, the plague sample we needed to steal could have looked like something we wanted to get our hands on.

βž– Area Q built a ton of tension with the constant hiding and the actor dramatics. Given this build up, the ending fell flat. Our exit from the gamespace was anticlimactic in comparison.

Tips For Visiting

  • Wear closed-toed shoes and clothing that can get dirty.
  • There is a parking lot.

Book your hour with Q The Live Escape Experience’s Area Q, and tell them that the Room Escape Artist sent you.

Disclosure: Q The Live Escape Experience comped our tickets for this game.

Disclosure: Our trip to Denver was sponsored by the Denver escape room community. Contributions were anonymous.