Aug 11, 2019: Rooms

We hit up Exit Plan last year when we played Svengali’s Lair and we wanted to come back and play the others because we enjoyed that one so much. Framed saw us, as you can imagine, framed. For murder, no less. And we had broken into the detective’s house – where he had conveniently locked away all the evidence he’d found – to try and clear our names. This room had a nice twist in that the last lock you opened was to one of the ten suspects – get the wrong one and you fail the room. Get the right one and you’re a winner. To get the wrong one, though, you have to pay next to no attention to most of the clues.

We rattled through this room with only a couple of clues and really enjoyed it. There was some stuff we’d not seen before – but which we saw a bit of as the week went on – and the puzzles were clever along the way too.

The Tesla Cube
A source of unlimited power which needed to be stolen before it could be sold to the wrong people. Let’s get to it. This was the second room we tackled at Exit Plan this year and it was great. We hit our stride here, with no clues and a decent time. Carole didn’t even freak out that there was an element of science in the room, which is usually a concern, There was more stuff in here we’d not seen in a room before, but I would like to see again as it was a clever way to hide a code. And I am designing a room at the moment…

One of the new rooms at Escape Edinburgh (and the only one we managed to fit in), Sub Zero sees you on a submarine tasked with destroying it and getting away safely. This was a fun room to play. But and it’s one of these BUTs, it was clearly a corridor and a couple of spare rooms. It wouldn’t have taken much to make the doors more submariney. Give me a hatch rather than an office door. But I don’t want to be – and I hate those who are – one of the people who pisses and moans about immersion being ruined by stuff like that. It just would have been nice. Otherwise the puzzles were fun, and creative and we did alright with most of it, just needing a nudge for something which was immediately obvious as soon as our GM said, “Are you sure?”. I was frustrated by one puzzle but that’s just me being a grumpy curmudgeon, and the fact that I was checking the wrong door to see if it was open. Otherwise it was all good!

Operation Spellbound
Merlin and Morgana locked in combat. Only Excalibur can end it. This was a compact room with many clever touches and even though it was just a one-room experience there was plenty to get on with. Some of it, though, didn’t work which was a bit disappointing and led to a bit of an argument between us as I was trying to explain what wasn’t working and Carole couldn’t even see the stuff that you could just see in the thing that wasn’t working. We lost a bit of time to that which, in hindsight, might not have been a bad thing. I reckon we lost about ten minutes there, at least. If I’d been able to see the symbols I needed, we’d have flown through that puzzle and as the whole room only took us 40 minutes I would have felt a bit cheated from a cost/time ratio point of view!

Operation Odyssey
I have said more than enough about this one. It was 95% brilliant, and 5% wanky ball throwing. And it was our first failure. And we totally blame the wanky ball throwing. Which wasn’t even in keeping with the theme of the room. And was wanky.