Wicked Escapes – The Great Museum Heist Caper Job [Review]

The Great Heist Caper at the Marginal Museum.

Location: Saugus, MA

Date played: April 9, 2017

Team size: up to 12; we recommend 4-6

Duration: 60 minutes

Price: $30 per ticket

Story & setting

Our first night as rent-a-cops guarding the Kuddelmuddel Museum of Marginal Curiosities got off to a rough start: a cat burglar made an attempt to steal the Museum’s most prized artifact, The Sultan’s Lock. After removing it from its display, he stashed it elsewhere in the museum, triggering a security lockdown. We had an hour to find the lock and return it to its display before the crime was pinned on us.

If it’s not clear from the description, The Great Museum Heist Caper Job was a funny room escape. Set within a modest museum, the game looked and felt the part.

In-game: An engraved human skull rests in front of a stone wall with symbols carved into it


The puzzling centered on the various exhibit displays; they looked great. They were large and they felt it. Everything was tangible and responsive.

Wicked Escapes used technology thoughtfully throughout the puzzling and did a great job of breathing life (and humor) into the various interactions.


The Great Museum Heist Caper Job was full of hands-on interactions. We picked things up and moved them around. These items had heft, size, and polish.

The puzzles were responsive. With every correct solution, the set revealed new objects or information. This design built forward momentum.

The setup was humorous. Everything from the premise to the exhibit names to the display descriptions made us laugh, if we read closely enough.


While the reading was entertaining, at times a substantial block of text would halt the flow of gameplay.

The initial set was not particularly impressive or interactive. Fortunately it quickly opened up. The starting area felt like underused space.

Should I play Wicked Escapes’ The Great Museum Heist Caper Job?

The Great Museum Heist Caper nailed so much of what makes for an excellent escape room. The puzzles were big, built into the set, and had gravity. Moreover, accomplishing things felt like an accomplishment.

The Great Museum Heist Caper is a fun and worthy room escape for newer and experienced players alike.

If you play escape rooms because they bring you to new places and give you puzzling you can’t recreate at home, you will enjoy The Great Museum Heist Caper.

Book your hour with Wicked Escapes’ The Great Museum Heist Caper Job, and tell them that the Room Escape Artist sent you.

Full disclosure: Wicked Escapes comped our tickets for this game.

Team vs Time – Save the Queen [Review]

God speed.

Location: Berlin, CT

Date played: April 8, 2017

Team size: 2-8; we recommend 3-5

Duration: 60 minutes

Price: $30 per ticket

Story & setting

In 14th century England, we discovered a plot to unseat our beloved Queen. We infiltrated the castle to uncover information and thwart the overthrow.

Team vs Time constructed a space that brought us back in time. From the woodwork to the real church stained glass windows installed in this castle, their attention to detail brought the set to life.

In-game: A beautiful chapel set with incredible stained glass windows.


While the initial puzzles weren’t particularly interesting, as the game progressed, the puzzles became increasingly dynamic.

For most of Save the Queen, we worked through large tangible puzzles that interacted with built-in set pieces.


Team vs Time constructed a castle into their run-of-the-mill building. The walls, windows, furniture, and smaller details brought the space to life.

In-game: A closeup of a wooden statue of a king backlit by beautiful orange stained glass windows.

Many of the puzzles made use of the castle decor. We manipulated “ancient” tools and investigated substantial props and set pieces.

A tiny gamemastering detail added a great dramatic moment to Save the Queen.

With Save the Queen, Team vs Time constructed an interactive, engaging, logical, and fun puzzle game.


The narrative of Save the Queen didn’t carry our experience. In the end, we searched for specific information, as instructed by the game, but without any story-driven understanding of why.

In one late-game puzzle, the input mechanism seemed out of place. Given the historical setting, any modern interaction broke the fiction created by the set design. All tech should to be well hidden and seemingly magical.

Occasional double cluing proved more confusing than helpful.

One set puzzle was completely useless and threw us off track.

While the set looked great, it (and by it, I mean we) suffered from a significant splinter problem. We both picked up wood splinters from the game, and other players whom we have spoken with have as well.

Should I play Team vs Time’s Save the Queen?

Team vs Time creates impressive escape room sets. Save the Queen is no exception. We enjoyed our hour in a 14th century castle.

With Save the Queen, Team vs Time has improved their puzzle chops, designing interactive, challenging, and interesting puzzles into the set pieces. There is room for refinement, but the underlying structure and construction is solid.

As much as we loved puzzling through the castle, we didn’t feel like the hero and heroine of a narrative-driven adventure in the same way as we did in Gangster’s Gamble.

Save the Queen would be an exciting escape room at any level. Newer players will find it challenging, but not unmanageable. More seasoned players will be able to appreciate the experience that much more. If you’re traveling through Connecticut, this one is a must visit.

Book your hour with Team vs Time’s Save the Queen, and tell them that the Room Escape Artist sent you.

Full disclosure: Team vs Time provided media discounted tickets for this game.

Puzzle Theory – The Missing Doctor [Review]

I see you’ve constructed a new lightsaber.

Location: South Windsor, CT

Date played: December 12, 2016

Team size: 3-8; we recommend 4-6

Duration: 60 minutes

Price: $30 per ticket

Story & setting

We were in the office of mad scientist Dr. X solving the mystery of his disappearance.

The Missing Doctor was composed of standard office furniture with a hint of laboratory. It wasn’t a particularly interesting space, but it was appropriately decorated, with just a bit of character, and inviting enough.

In game: A large wood desk with a light, and rotary phone.


The puzzles were the essence of The Missing Doctor. The room escape included extensive searching, as well as a large assortment of paper-based and fully interactive puzzling.

While the puzzles didn’t convey narrative, they were fun.


We appreciated the humorous introductory and post-game videos.

Puzzle Theory thoughtfully designed the puzzle and game flow such that key late game puzzles couldn’t be easily bypassed or brute-forced.

The Missing Doctor surprised us with one particular simple, tech-driven interaction.


Much as we loved the tech behind this particular puzzle, we recommend that Puzzle Theory subtly refine its implementation to avoid a potential safety risk.

Just a few too many interesting items proved unimportant. It can be disappointing when the best decor is nothing but a red herring.

The Missing Doctor fell into older escape room tropes such as too many locks of the same digital structure and broad searching.

Should I play Puzzle Theory’s The Missing Doctor?

The Missing Doctor was a well-designed introductory game. It relied heavily on common escape room tactics, but added a little bit of pizzazz.

The meat of the game was in the puzzles. There was just enough scenery and story to hold those together, but the gameplay carried this room escape.

If you are just starting to explore room escapes, this would be a good on-ramp with challenging puzzles. For more experienced players who prefer puzzling over set and story, give this one a go.

Book your hour with Puzzle Theory’s The Missing Doctor, and tell them that the Room Escape Artist sent you.

Full disclosure: Puzzle Theory provided media discounted tickets for this game.

Puzzled Escape Games – Escape From Escobar’s [Review]

I appreciate a drug lord who keeps his private jail clean.

Location: Easthampton, MA

Date played: December 12, 2016

Team size: 4-8; we recommend 4-6

Duration: 60 minutes

Price: $25 per ticket

Story & setting

After a series of poor decisions we found ourselves locked up in the basement of a drug lord.

In-game: shot through jail cell bars, the walls are stone and there are a number of barrels against the wall.

Part jail, part warehouse, the set looked fairly compelling. Puzzled Escape Games was located in an old New England mill, so the sets bones were strong and looked great. Their custom construction was solid. It wasn’t the most immersive jail set, but it was more than enough to convey the story.

Escape From Escobar’s story slowly kicked in as the game progressed. The story actually became critical to the gameplay even if it was a bit circuitous.


The puzzles in Escape From Escobar’s were physically interactive and frequently integrated into the set. There was plenty to do and everyone was engaged.

There were a few paper-based puzzles, but they didn’t dominate the game.

Many of the puzzles effectively enforced teamwork and cooperation.


It was great having larger challenges that could engage everyone.

There were plenty of puzzles for everyone to stay involved and have their own individual moments.

Escape From Escobar’s set was packed with surprises. There was one incredible moment that completely shocked our whole team. I wish that my face had been caught on camera during it.

Puzzled Escape Games integrated player decision and added consequence to that choice.


One of the puzzles was pretty dubious and required far too much outside knowledge to complete.

Escape From Escobar’s set generally looked great, but we could feel the build quality dip each time we pushed further into the game.

The final puzzle was a little convoluted because of the difficult-to-follow story.

Should I play Puzzled Escape Games’ Escape From Escobar’s?

If you’re nearby, you really should. There aren’t many escape room companies in the area and Escape From Escobar’s would be a strong game in a far more competitive market.

The set was strong, the puzzles were fun, and there were at least a few memorable moments that will stick with us for a long time.

Escape From Escobar’s was plenty satisfying.

Book your hour with Puzzled Escape Games’ Escape From Escobar’s, and tell them that the Room Escape Artist sent you.

Full disclosure: Puzzled Escape Games comped our tickets for this game.


Complexity – The Pirate Ship [Review]

Raid thee galleon and plunder thee swag!

Location: Farmington, CT

Date played: December 12, 2016

Team size: 2-8; we recommend 3-5

Duration: 60 minutes

Price: $30 per ticket

Story & setting

With the crew ashore for the evening, celebrating the commandeering of a new ship, we  snuck back aboard to search for any treasure left by the previous captain.

The Pirate Ship took place aboard the deck of a ship, under the cover of nighttime. The ship itself was a handcrafted, wooden-planked “vessel” built into a room at Complexity. It looked great and felt like a pirate playground.

In-game: The side of the deck of a pirate ship. Large ropes weave through the posts.


The puzzles were thematically sound, designed around items that belonged aboard a ship, and included lots of locked loot boxes. They didn’t convey a story arc, but they felt at home in the environment.

Complexity made great use of their space by custom building large-scale puzzle interactions into their set pieces.


There were a few interactive pirate ship components that solved in incredibly satisfying ways. We appreciated when the set and the puzzles came together.

The Pirate Ship was clearly handcrafted with care, love, and attention to detail. It was a fun place to inhabit.


Despite the details, the room escape sometimes felt rough around the edges.

Late in The Pirate Ship, we encountered a section that wasn’t up to the production level we’d come to expect from the experience. It felt like Complexity ran out of steam.

We opened a lot of locked boxes aboard The Pirate Ship. This felt like a missed opportunity to unlock the ship itself, perhaps by way of compartments constructed into the deck rather than an assortment of boxes.

Should I play Complexity’s The Pirate Ship?

The Pirate Ship was more than a puzzle room; it was a treasure heist aboard the deck of a pirate ship. The puzzles and the environment worked in tandem to deliver a strong experience.

Although it had some rough edges, it was clearly constructed with passion and skill.

Our experienced team blew through this room escape. We would have loved a little bit longer aboard. However, newer players and smaller teams will find quite a bit here to sink their anchor into.

Book your hour with Complexity’s The Pirate Ship, and tell them that the Room Escape Artist sent you.

Full disclosure: Complexity provided media discounted tickets for this game.

Escape 101 – The Widow’s Room [Review]

Death… it might be preferable.

Location: Danbury, CT

Date played: December 3, 2016

Team size: up to 12; we recommend 6-8

Duration: 60 minutes

Price: $27.95 per ticket on weekends, $24.95 per ticket on weekday, child pricing available

Story & setting

“A doctor has been discovered lying dead in his study and your team has been dispatched to investigate. Upon discovering inconsistencies in the evidence, things take a turn for the worst. Will you solve the murder before it’s too late?”

Escape 101 followed the script of the early days of escape rooms:

  • Used furniture
  • Cheap props
  • Lots of locks

The room looked about as generic as possible and the story never culminated into anything cohesive.


The puzzles relied on tenuous connections, heavy searching, red herrings, and low feedback.

Escape 101 advertised The Widow’s Room as highly difficult with a low escape rate. It was certainly difficult, but the challenge came from a lot of pointless deception, frustrating gotchas, and some red herrings that subtracted value from the overall experience.

When the puzzles were intuitive, they were boring.

When the puzzles were hard, they were boring and tedious.


The Widow’s Room included a beautiful chess set.

In-game: A pretty chess set sits in the foreground. A mundane room escape in the background.

Our gamemaster was kind throughout the entire experience. I am quite certain that she knew that we weren’t enjoying ourselves and handled that gracefully.


There was a string of puzzles that demanded some logic leaps and offered zero feedback. One slightly incorrect answer was enough to cast doubt on the whole string of puzzles. This was made even more frustrating by the integration of a red herring that seemed deliberately placed to add confusion.

The puzzling simply wasn’t fun. Easy or hard, it was boring. From time to time, I looked up at the clock hoping to see less time remaining.

When requesting a hint, Escape 101 paused the game clock until the hint was delivered. Some of our teammates liked this feature. I found myself wishing that the gamemaster had a hint at her fingertips.

We were missing 2/5 of the pieces to a key puzzle. During our walkthrough at the end, our gamemaster seemed confused about the missing pieces, but ultimately just shrugged and suggested that the pieces may have fallen behind some furniture.

Should I play Escape 101’s The Widow’s Room?

The Widow’s Room feels like a bad game from 2 years ago.

It was one of the weakest games that I have played in a while and I was happy when it was over.

Full disclosure: Escape 101 provided media discounted tickets for this game.


Trap’t – Abducted: Escape from the Madman [Review]

Lighthearted conglomerated horror flick.

Location: Stamford, CT

Date played: December 3, 2016

Team size: 2-10; we recommend 3-5

Duration: 60 minutes

Price: $30 per ticket

Story & setting

We were abducted by a murderous madman and shut into his closet. The only thing to do was escape.

Although we were escaping our own demise, this wasn’t a scary game. Anything “gory” in this murderer’s home was campy enough to be neither scary nor unsettling. The setting was bright and a few cotton cobwebs away from being a haunted house for children.

In-game: Closeup of a clean work bench with three jars on it. One with plastic spiders, a second with yellow stones, and a third with something that looks a little gross.

Instead of scaring players, Trap’t made nods at horror, adding little Easter eggs that referenced famous movies.


Abducted: Escape from the Madman included many puzzles that flowed logically, one to the next.

The room escape front-loaded the more intense puzzling. While unusual, this worked well.


Trap’t designed a game that flowed artfully through a massive set. In this way, Abducted: Escape from the Madman intensified the experience through sheer depth and size without instilling fear.

We really enjoyed a few of the more technologically-triggered interactions and their construction around horror film props. The best parts of this game leaned into horror cliches.

The Easter eggs were a cute touch.


Some of the cluing was incomplete and demanded a logic leap or two.

While expansive, the set was ultimately bland. The closet gave way to a scarcely furnished house with little ambiance. Trap’t missed an opportunity to instill emotion.

With the name Abducted: Escape from the Madman, it would be easy to make incorrect assumptions about this game. It danced around horror-y themes, but it was never scary nor emotional; it wasn’t the thrill one would expect. Abducted: Escape from the Madman didn’t really know what it was trying to be or how to market itself to the right audience.

Should I play Trap’t’s Abducted: Escape from the Madman?

This was a room escape in the style of elementary school horror. It was a nod to the concept, but it wasn’t actually an embodiment of the genre. It was a game for those who don’t like to be scared, but those folks won’t get the jokes. Ultimately, this escape room was all chuckles and no adrenaline.

Although the set wasn’t much to behold, Trap’t designed the puzzles that kept us racing through to the end. The puzzles truly carried this game. Genre sentiments and expectations notwithstanding, this was a game for people who like to solve puzzles.

The problem is, how do the players understand what this game really is? It seems like those who go in expecting horror will leave disappointed, while those who want to play a solid puzzle game but aren’t keen on frights will outright disregard a game named “Abducted: Escape from the Madman.”

There were some good interactions and puzzles, but this was a game with an identity crisis.

Book your hour with Trap’t’s Abducted: Escape from the Madman, and tell them that the Room Escape Artist sent you.

Full disclosure: Trap’t provided media discounted tickets for this game.

Trap’t – Museum Mayhem [Review]

Guided tours are available at the end of the hour.

Location: Stamford, CT

Date played: December 3, 2016

Team size: 2-8; we recommend 4-6

Duration: 60 minutes

Price: $30 per ticket

Story & setting

Vandals broke into the museum and trashed the gallery the night before a gala. We had to swiftly put everything back in its place.

Museum Mayhem looked more like an unfinished exhibit than a vandalized one. While some items were scattered, others were neatly arranged, if out of place. We pretty much disregarded the circumstances and just puzzled out of the disarray.

In-game: A suite of armor a grail, and a medieval painting.


Museum Mayhem offered a strong and challenging series of puzzles. They ranged from straightforward to well-layered.

We easily picked up the thread of gameplay; the puzzles made sense and flowed logically from one to the next.

Trap’t constructed the puzzles primarily through the museum objects. They were tactile and satisfying.


Museum Mayhem was first and foremost a puzzling experience. Trap’t packed a lot of puzzling into this escape room.

The space was filled with objects to interact with. We may have been “cleaning the place up,” but it was fun.

In particular, we enjoyed some technologically-driven interactions; great subterfuge covered up much of the tech.


While some tech was masked, Museum Mayhem telegraphed some of these finer interactions due to visible technology. Experienced players may see these moments coming a mile away.

The cluing was sometimes tenuous. Not every connection came through as strongly as it could have.

At times, Museum Mayhem felt a little too aesthetically unrefined.

Should I play Trap’t’s Museum Mayhem?

Museum Mayhem was a puzzling experience. The theming was pretense to create experiential puzzling and it worked. Ultimately, neither the story nor the aesthetic mattered.

This was a puzzler’s game, and a fun one. There was a lot to do. For newer players, we recommend a larger group that can communicate well. Experienced players might anticipate a few of the tricks, but will still enjoy the room escape; we did.

Trap’t was well run with a comfortable, expansive lobby and clean, inoffensive games. This would be a great destination for anyone seeking family or corporate outings.

Book your hour with Trap’t’s Museum Mayhem, and tell them that the Room Escape Artist sent you.

Full disclosure: Trap’t provided media discounted tickets for this game.

Escape 101 – Jet Set [Review]

I need a vacation.

Location: Danbury, CT

Date played: December 3, 2016

Team size: up to 10; we recommend 4-6

Duration: 60 minutes

Price: $27.95 per ticket on weekends, $24.95 per ticket on weekday, child pricing available

Story & setting

“You’ve won a trip to a mystery destination. The catch? You’ve only got an hour before take off. Finish your ‘to-do’ list, pack your bags, and you’ll be on your way. But don’t forget your boarding pass- after all, you’ll need it to escape!”

Jet Set was an old-school escape room packed with used furniture, cheap props, and lots of locks. Against all odds, Jet Set’s gameplay was less exciting than completing a pre-vacation to-do list.

A padlock securing a string atop a beatup desk. A few books and a mug rest in the background.


The puzzles covered a broad range:

On one end of the spectrum, most of Jet Set offered the simplest, most forgettable puzzles possible.

On the other end, it got pretty obtuse, and in one baffling puzzle, we had to do something that the game explicitly told us we should not do.

In the middle, there was one puzzle worth solving.


There really was one very clever puzzle. The execution was cheesy, but dammit, the puzzle was smart.

Our gamemaster was lovely and Escape 101’s facility seemed well-staffed.


Jet Set generally derived its difficulty from subterfuge and silly gotchas. Most of the game was comically obvious, except when it dropped obtuse hint burners.

Jet Set looked thrown together and felt cheap.

A trunk sits on the floor with a laminated world map in the background. The room looks bland and boring.

There came a point early on when a clue explicitly told us that we weren’t supposed to take a specific approach to problem solving. Then later in the game, we had to do the exact thing that we were told not to do.

Should I play Escape 101’s Jet Set?

Jet Set was a categorically weak game, but it was a bit stronger than the unmitigated disaster that was The Widow’s Room.

I cannot recommend this game or this company to anyone.

I hope that the folks from Escape 101 will take a few days and play some of the Northeast’s many great rooms. There is a lot they can learn and it’s a tax write-off for them.

Full disclosure: Escape 101 provided media discounted tickets for this game.

Team vs Time – The Lost Book of Spells [Review]

The wicked witch of central Connecticut.

Location: Berlin, CT

Date played: December 12, 2016

Team size: up to 6; we recommend 3-5

Duration: 60 minutes

Price: $30 per ticket

Story & setting

The Lost Book of Spells cast us as adventuring thieves in the late 1600s during the Connecticut Witch Trials (the lesser-known prequel to the considerably more popular Salem Witch Trials). We had spent the better part of a decade tracking a suspected witch of great power. She left her home and we had a brief window of time to break into her home and attempt to steal her spellbook.

In-game, a glimpse into the witch's home through a window. It's dark, creepy, and lit red.

The set was impressive. It was dark, dramatic, and detailed. Much like Team vs Time’s Gangster’s Gamble, The Lost Book of Spells leaned heavily on beautiful set design to build a fiction. However, unlike the more subtle Gangster’s Gamble, The Lost Book of Spells was incredibly flashy.

The story was straightforward: break in and steal the book.


Similar to Gangster’s Gamble, The Lost Book of Spells was not a puzzle-centric game. There were puzzles and these were fun to solve, but they weren’t overwhelmingly challenging or exceptional. They were, however, fairly well clued.


The set was incredible. From the moment the game began through the very end, it felt like we were inhabiting another world. Highly fictionalized as it was, it felt surprisingly real.

In-game: A spherical chandelier with candle-like light bulbs.

The start of The Lost Book of Spells was exciting. We were led to the beginning of the experience as opposed to being ushered into the game, as in most room escapes. This was a surprisingly subtle but impactful difference.


The set was so striking that any props that didn’t quite fit really stood out. The modern combination locks and door locks in particular screamed, “I don’t belong here!” A few of the puzzle components themselves felt too modern and utterly out of place in the environment.

While the set imbued The Lost Book of Spells with a lot of life, it didn’t pack the same urgency and drama of Gangster’s Gamble.

Should I play Team vs Time’s The Lost Book of Spells?

The Lost Book of Spells was a powerful adventure. The set was so strong that it carried the experience on that alone.

The puzzling had its ups and downs, but the game kept moving along because the environment was so believable. Those elements that felt out of place could be easily improved upon. Rare is the game whose least believable components are the locks.

The Lost Book of Spells is spooky, but not scary. So long as you don’t bring nightmare-prone children, everyone should comfortably be able to deal with the intensity.

The Lost Book of Spells is a solid choice for all skill-levels. It’s approachable, fun, and intense. Experienced players should sail through most of the puzzles, but there’s plenty of nuance to enjoy throughout.

Book your hour with Team vs Time’s The Lost Book of Spells, and tell them that the Room Escape Artist sent you.

Full disclosure: Team vs Time provided media discounted tickets for this game.