Enigma Quests – School of Witchcraft and Wizardry

Summary
A variation on “you’re in here, now get out”, School of Witchcraft and Wizardry makes progress more tangible and has great theming of its puzzles.

Review
Let’s leave the intellectual property question out of this particular review – it’s a good storyline, and the room theming and decoration were certainly on-point.
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Upcoming time-limited events in London

Whilst London is not exactly underserved for escape rooms, it’s very heartening that new options open all the time. Today though I’m taking a break from reviews and writing about four rather time-limited opportunities to play at locations which you might want to look into.
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Escape Rooms Angel – The Dark Side of the Moon

Summary
One of London’s newest rooms, sadly disappointed us with the theme and with a mechanical breakdown that terminated our game part way through. I suspect they’ll get over the teething problems in due course, but few of the puzzles made sense much less indicated what to do, and this isn’t saved by the amazing technology, set design, and build.

Review
At an enthusiasts’ meetup a few months ago, The Logic Escapes Me and I were discussing the relative merits of attending and playing rooms early in the run. I like the idea of getting in early to deliver a review which will help others decide whether they’d like to play or not. The opposing viewpoint is that you could get caught up in teething issues or untested rooms. And sadly, that was what happened to us this time around.
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Clockwork Dog – Loop

Summary
I wasn’t sure that Clockwork Dog could outdo their last attempt at a pop-up escape game. And yet they have. I’m still not quite sure how. We’ve rated it Generally Awesome, and you should go and play it, ideally before reading the rest of the review.

Review
First and foremost, this room is highly difficult to review without causing potential spoilers. If you read further it is at your own risk of finding out something you may not want to have known. I’ve put in some collapsed spoiler boxes but they don’t cover everything.
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Clue Adventures – Book of Secrets

Summary
Chock-full of puzzles, a room where if it isn’t nailed down (and maybe if it is) it’s a clue. Great build, wonderful host, and originality of theme. Just a little over-stuffed.

Review
This venue had been quite a while coming, and it seemed like months ago that I signed up to a mailing list which promised a reduction in price when they opened. The email jogged the memory and I put it onto Team Amaze’s list.

As the story goes, a legendary magician’s apartment in London is being demolished in an hour, and you are tasked with extracting his legendary book of secrets from the apartment before it was demolished.
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We Escape – Taken

Summary
A linear and very uncomplicated game which would serve as a good introduction to the genre for new players. Experienced players won’t get much out of it.

Review
Currently the only game in town – Cork’s We Escape is owned by a Hungarian, somewhat unsurprisingly. On a trip to my home town of Cork, a trip seemed indicated. I rounded up two cousins and my sister, who were joined by her two friends. On average the six of us had played just over 3 games each… formed of five zeroes and my 22 😀
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Mission Breakout – Codebreakers

Summary
This could have been so much more. An awesome location and a decent concept let down by confusing puzzles and a string of defects.

Review
When I first found out about Mission Breakout and the amazing setting of an abandoned London Underground station, it jumped up high on the list of places I wanted to try out. Team Ninty was able to gather together to play.

The premise here is that MI6 has found a leak, raided a bunker and switched off all the decoding machinery, and that you need to switch them back on and decode the source of the leak before they come back in an hour and you all get nicked.
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Time Run – The Lance of Longinus

Summary
Well-renowned as London’s top escape venue, Time Run has it all. Theming, technology, puzzles, settings, media, interactivity, staff attention, and everything else are out of this world. This room is simply amazing. Go and play it already.

Review
Time Run was on my radar from shortly after I discovered escape rooms in 2014. It was a clear favourite of the reviews I’d read. I was saving it for a special occasion, and that actually started to drag on a bit.
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Lock’d – Perpetuum Mobile

Summary
We loved the tech and theming of the room, which a lot of love and effort has clearly gone into. Pretty short though.

Review
Having played the venue’s other two games earlier that day, we found out that Perpetuum Mobile was free in the next slot and our host reeled us in with a discount, the room otherwise likely to go empty. It would have been rude not to.

We were invited to don lab coats to play; I must say I think this is becoming a bit of a trope. It’s the third or fourth time I’ve come across it and whilst it’s cute for newbies, it’s usually a combination of overheating and uncomfortable for the rest of us. Less, please.
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Lock’d – Museum Warehouse

Summary
This room has a good premise and a few clever flashes of tech, but is let down by too little to do, unexciting puzzles, and loads of red herrings.

Review
This was our second of what was planned to be two (but ended up as three) rooms in one day at Lock’d. Having polished off Grandpa’s Last Will we were expecting a step up in difficulty. Our excellent host gave us the initial briefing – the premise was needing to break into the museum and recover three statuettes which would also (for some reason) release the exit door.
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