Free your teammate and find the way to the bank and get the gold.
A nice traditional escape room in Fuengirola. Very friendly host and no language barriers even though we played in English in Spain.
We really liked the decorations and most of the puzzles. One puzzle involving a table was impossible for us since we moved the table around, but we guessed the answer.
The room did not involve any jumping, crawling or climbing.
Sit down by the control panel in the space ship - we are going to a new planet.
At first this escape room looked weirdly empty. A control panel next to the wall and not much more. That is because you are quickly off the ship and onto a new planet. There is a loooong initiation sequence, but not many puzzles in the first room.
The puzzles on the planet turns out to be much more elaborate. We did struggle because of some wear and tear that made one puzzle difficult to read. Also especially one puzzle (which was part of a meta-puzzle) did not make sense to us. It was in a place that I don't think anyone will look and you had to connect two parts (a sign) that did not make sense to connect and seemed wrong even when we were given the solution.
This was a fun game, but neither the puzzles or the decor impressed us. Very basic. Lots of locks and not really any tech.
Protect the village from the evil Dullahan!
We didn't find the story scary at all, but if your kids are very young, they might. You could probably moderate how much you tell them about the soul claiming bad man. The puzzles are not impacted by the scary story, so everyone can be part of them. We still found it quite family friendly.
We have played all games from Online Escape Rooms Ireland, so of course we would play this as well. Played as a team of two adults, and that is a fine configuration but adding a few kids would also work. Probably not a game for a large group though as there are only a few things to do in each scene (but many scenes). The scenes are real places and have a historical feel, so it was very fun to explore them. The cute pigs were a bonus as well.
We giggled when we were presented with the hint system - a nice quirky touch.
Help your friend Walter by collecting evidence and finding out what happened at his house.
When first entering this room, not much is visible, but you are quickly on so don't worry.
We were not a great match for this room - we did not have the grip of the physical puzzles. Also we wasted some time on an early physical puzzle that broke for us (probably our fault - it was fiddly), and then it felt like the GM dragged us through the rest of the room. I'm not sure what would have been a great way of handling this from the GM side, since we also want to see the whole room, but we got a lot of hints... and because they were delivered over a bad intercom, we couldn't hear what was said most of the time. It was very distracting having the GM as the third member on our team, that we could not understand and we felt his frustration on this as well. English being the second language for all involved (GM and players) didn't help.
We did escape with a few minutes left. The GM went through the room with us afterwards, so we could hear what he had wanted us to do.
Should mention that though I mention physical puzzles, there were no climbing, crawling or jumping involved. Room was big enough for a big team. Some good ideas for puzzles - the execution just didn't work for us.
Break out of the roman jail, find the ingredients for the ritual and perform it to get out of the room.
You could go so many ways with this room, but we felt that every choice of design were reasonable, robust and left the player in a safe place. Great puzzles, lots of collaboration puzzles and fun! Not a theme we see often, so we felt that it was special. Loved the straight forward way of implementing the "ritual". Didn't feel forced or theatrical, but really just another great logical puzzle.
The construction in the room felt like quality - lots of big iron things, wooden props, secret things and levers to work. No crawling, jumping or climbing needed. Great GMs - we could feel the enthusiasm and friendliness. They really wanted us to have fun.
We didn't put that much effort into the secondary mission, but you could and that could have added to the fun. We had enough to do with a team of just two people. We escaped just in time.
A wealthy lady that have travelled a lot has suddenly died in Hotel Russell and the police ruled it suicide. A family member asks you to investigate what really happened and find the family jewels.
This is the only escape room for this facility and it could be played in English and Spanish. The English version had very little Spanish in it (a few words that you could guess). A bit of interaction with the GM during the game (part of the puzzles) and he spoke English well enough.
The game is set to 90 minutes and we used 91, but was allowed to finish our game. No countdown in the room. The venue was late in starting us because they allowed the group before to finish and the reset took a lot of time. Very long story intro that was not needed for the enjoyment of the room.
The rooms felt a bit beat up. I guess other guests had not behaved as well as could be expected. The game unfolded well and ended up being quite big. A few locks but mostly technology used. It did feel a bit fiddly (you had to move things around a bit to make the locks disengage), but also magical.
We did have one puzzle that we simply thought we could not do - it was way too fast for us. But in the end we managed after many many tries. Nice mix of puzzles in the room - lots of things that needed to be put in its place, a counting puzzle, matching puzzles, a math problem (not difficult though we could have used a pen and paper for that one).
No jump scares or physically challenging puzzles (no jumping, crawling or so on). Family friendly though a very religious family might not like the theme all the way through.
Would happily recommend this room if you are in Fuengirola. Apply patience and if you think something should happen and it does not - try fiddling a bit with it.
Mend your ship and save human kind!
This game was played in a 3d space (telescape) and then you navigated to screens where you had to solve a 2d puzzle. At some point there was also a seeking puzzle in 3d.
Great puzzles though the story felt a bit weak. Not very escape room like - at least we don't play the kind of escape rooms where you bring in lots of screens :). We had to communicate a lot to not just make this two people solving puzzles near each other. No collaboration needed and since it was easiest and fastest to just divide the puzzles between us, we really had to fight that urge and make sure that we were both involved in the puzzle solving. For us it would have been a crappy experience if we had just done our separate thing - we play to solve things together.
We really liked the ID-card and crystal puzzles and did not care for the puzzle that suggested you use a piece of paper.
Can you find your way through this Harry Potter-themed environment?
Not sure what the story would be in this online telescape based game, but you did look around and found puzzles with a magic theme all the way. Nice decor and lots of sounds and feedback in this game.
The biggest obstacle for us was how we should use things. In this game you can combine things by writing names in a text box. But we managed and it didn't take too much away from the puzzles. We just wished for a bit more consistency and not a spelling contest.
We had to take a few hints - not because we couldn't solve the puzzle but because the input sequence did not make sense for us. Also we failed a counting puzzle by counting some that shouldn't be counted. That was a new one for us - usually we miss some.
Some nice videos - unfortunately they only played for one player.
Mixed experience - we did play others from the same company and we often feel that the digitization gets in the way of the game for them. This was probably the game where it worked best.
It was a bit maddening how many "hidden" doors that was there and only a few was used... but that was also very fun. We love hidden doors.
Break in a get the cure for the lab-escaped disease before the disgruntled scientist destroys it.
Standard lab setting. Puzzles revolves around virus, lab rats (not real), periodic table of elements, lights, molecular models (don't worry, the signposting is good), skeletal bones and their names, pH indicators, electricity, blood samples and many more sciency things.
We were especially happy with a puzzle with lots of petri dishes. Will not reveal more, but that was simple, cool and a bit of magic.
There was a time when our team of 2 went silent because we were working on two different and a bit tedious puzzles. All that was needed was time to do the puzzles.
We really liked the puzzles in the room in general, but did feel that there was a bit of fanfare missing. A bit more crazy scientist decor/storyline (he clearly was crazy wanting to destroy a cure) and maybe a bit of humour. We didn't really feel finished, when we solved the final puzzle. Not much change would be needed to make this an even better room.
All in all, it was a great room and we were entertained. Would recommend.
Defeat the witch, free your friends and find your way home.
I really like it when Unlock! adds something extra outside of the card game and this edition had a map to follow, which absolutely made it better. Also a magical mirror that featured in more than one puzzle.
I did go on a detour since I got hold of a card too early, but other than that, the game flowed well (and I almost always struggle with the flow of the Unlock! games - finding paths that should not be taken).
This venue and room was recommended to us by other enthusiasts and it didn't disappoint.
Actors and great decor made this room stand out. While the puzzles were just above average, the decor really made it stand out. The size of the playing space alone! Lots of crawling and small spaces you had to fit in was a bit of an issue for us, but we got through the game anyway. The most physically challenging room we have ever done (but that is also something we try to avoid due to physical health).
The use of lighting was something else - at several stages in the room. That was probably the main theme in the puzzles.
Loved the story - very Indiana Jones like, which they really played on. Even a puzzle from one of the movies.
There was visible care put into this room - we felt it especially in the picture we got to take with us from the room.
Recommended - if you don't mind the physical challenges.
You overhear chatter about a hidden treasure - now you have 1 hour head start before others come to look for it. Can you find it?
I shouldn't start with the ending, but this was the absolute best part of this. Setting "fire" to a fuse in the way we had to do it was so much fun.
I called this family friendly, but you should be warned that there are both an alligator and a skeleton in this room, so judge for yourself before going. We thought they were cool.
The sounds were a big part of setting the scene in this room. We love a good pirate theme and this was done well - the second part of the room especially. I wish, I could spoil a few puzzles, but I will not do it - instead just say that there were hidden things, lots of things to collect, a bit of math and logic, collaboration puzzles and lots of locks. Well signposted. The lighting was a bit dim, but good lanterns were given. Multi-linear, so also suitable for a bigger group (they say up to 5) - though our experience was doing it as a couple. No crawling or jumping needed to do this room. Very accessible.
Absolutely recommended if you are in the neighborhood.
As Danish vikings we were wondering what direction we should sail to next for our plunder. We need a sign from the Gods.
Runes, mead, viking ships and a map of Denmark were among the themes of this room.
When we first entered the room, we were concerned about how empty it was - but there were plenty of puzzles along the way. The puzzles were not difficult (except the multi-layered "getting vikings on the ship") and there was a great flow of the room. Not many puzzles were solvable at once, so I probably wouldn't do this room with many people, but two was perfect for us. The ending was really cool - sound is an underrated component in many rooms.
Nothing in the room required strength or mobility. We would recommend this room to beginners. Very lock-based, but not exclusively. This is on the easier side.
EMIT agent - free the prisoner and finish his mission.
Quite a big game. We counted around 8 "places/rooms". Only a few puzzles each place of course but still a big game. Collecting puzzles, anagrams (which we are not fans of) and some very nice mirror action is what stood out to us. Some props were used in several puzzles. We also chuckled of a few story items.
This game had nice puzzles, but we were not fans of the format. When playing a telescape game before we have been very happy with the 360 degrees view of rooms and that just wasn't part of this game. Also - one of the main game features was that you had to type in the name of two things to combine them. It feels like a very dated interface. Design wise, it felt a bit stock-photory at times - which it probably is. Not really a problem, but not a big aesthetic experience either. The hint system could have used some better naming - you had to choose what puzzle you wanted a hint for, but we couldn't connect the puzzle to the name.
If you can get into things without a fancy interface, we would recommend this game.
Of the Unlock board/card games I have played this probably had the best flow. I really liked a game mechanism for getting more time if you were observant. I often have the feeling that the puzzles are a bit "guess what I'm thinking" in Unlock! games and that also came into play here, but I understood the reasoning after I took the hints. Playing alone, I did not wait long to take hints and that probably helped me with the flow feeling in the game.
The theme was nice and I liked the ambience and design style of this game.
We simply gave up on this game towards the end. Did not feel like we had enough information and even looking at a walk-through did not help us see why the solution was, what it was.
We like some of the unlock board games (star wars was nice), but this was not our cup of tea. Too many logic leaps.
Who knew you could do so much with a card game and an app... and in this case a very simple map. We loved how the map was used to explore and give the impression of many possible routes to the goal.
While we did like part 2 of this trilogy more, we were also fans of this one. It is of course not the same as being in an escape room or even a 360 degrees online escape room, but it was a fun experience and we have put more Unlock! games on our wish list.
This was our first unlock! game and we are hooked.
When playing this we were still figuring out how to play, but we really liked the use of the app together with the card game. Nicely done. This was not the best game in the Star Wars Unlock trilogy, but not bad either. Our observation skills could have been better playing this.
Mission: Find the key to santas sleigh and some christmas ornaments.
A very lockbased online room with lots of things to do. A lot of seeking which is not our expertise, but we really liked this kind of room and the care that went into it.
Good signposting and well-adjusted difficulty level. A well-done theme. Would be good for a family with children or at team with many inexperienced players.
Take the train and solve the murder.
I played this as a test after playing this in another version first. I wasn't a fan of the original, but was happy to see the improvements made in this version.
This is still not a 360 degrees experience, but the puzzles were fair and much better signposted and nicely limited after the changes made.
I really liked one puzzle that was both in this and in the original: A stamp. I will not spoil it here.
Santa and the elves has disappeared. Can you find them and save christmas?
Nicely drawn images with click through puzzles. A bit of humour and some good easy puzzles.
Our biggest regret was the navigation! Even though this was built on telescape, there were no 360 degree images and it wasn't clear when what your co-players did, also effected what you could see. With just two players we kept stepping on each others toes - closing down windows while the other player was trying to solve a puzzle - closing their view too. It was nearly impossible to solve a simple jigzaw because we kept getting hold of the same puzzle piece and dragging in different directions (when we rate this illogical - this is the part we mean).
Outside knowledge was needed. Quite easy, but that just meant that it actually didn't have any value - it is dangerous to assume that every culture would know these things AND if you knew, you didn't even feel clever. Would have been better to leave this part out.
We really liked the puzzle in the toy factory - usually we don't like anagrams, but this was quite easy and still a bit clever in how it became visible. The reindeer puzzle didn't make sense to us. Too many ways to read the clues. Luckily the hint function worked. A few math based puzzles as well. Nothing difficult.
The humour was toilet based. The acting was nice. Great story to build a bit of holiday spirit.
Help Santa find his keys and save Christmas!
Online game, based on telescape - and a real room.
We really liked this room and though it is very traditionally lock-based, the inventive puzzles make up for it. The theme helped get us into the Christmas mood. Lots of seeking though and we are not good at that, but it felt really cozy to move around this environment. We don't have children on our team, but think they would enjoy this.
Good difficulty level and good length. We really liked this room.
Santa has gone on vacation and he has the keys to the magic sleigh. Can you find him or the keys before Christmas? Great storyline and we liked the non-traditional style of combining a beach bar style with Christmas.
I have marked this as family friendly. This is of course if your children are old enough to not let the storyline of Santa not delivering presents upset them. Also there are pictures and mention of alcohol.
We found that the game had a great flow, interesting puzzles (on the easier side) and great signposting (almost too great - we were never in doubt on where to go next). It is a well-guided game.
We especially liked the sound based puzzle and reading a Christmas Wreath.
Great game with a lot of fun.
Christmas themed online family fun.
While we flew through these rooms, we had fun while it lasted. The last prop was great, but then it all ended quite suddenly with a completely white screen. A goodbye message would have been good. The game was linear, but that was ok, since our team was small.
Would be good to do with kids.
Built on telescape the digitization of this real room worked well.
Help find the Sword of Drakul and save the country from the dragons!
Completely digital but well made online escape room with reasonable puzzles. We were not big fans of the first room (chess-puzzles), but when the game progressed it got better. The second room had a nice decor and the audio puzzle was nice. Also a shield held a nice aha-puzzle.
Collaboration made things a lot easier in room 3 but it wasn't needed.
This telescape had a nice story/theme and it used the telescape platform well.
Escaped just in time!
This creepy room was our first remote avatar game. Played with telescape and zoom.
Not much humor in this for us - maybe it depends on the host. We felt that a lot of the time was used on video/audio.
We felt that everything went very slow but that is probably because we are used to be active participants in the telescape platform rather than having to direct one person to solve things. Not sure this format is good for us. Could be a culture thing. We both felt bad directing the avatar - we wanted to ask what he wanted to do :).
We liked the drawer puzzle and chalkboards and really did not like the computer puzzle. It felt out of place.
What a magical place! We were almost sorry to play this online - how cool it would have been to go through this space in real life.
Lots of observation puzzles, mixed with ordering puzzles and spells. We really liked the "door bell" puzzle (easier when you collaborate) though we felt that it was a missed opportunity for a bit of humor.
The rooms flowed well and we especially liked the use of audio feedback. Well done. Part of the magic of the room.
Built on telescape, but no need for text input. You could move things around yourself and things showed up where they should be used.
I'm still shaking from this scary room.
Actors, disappearing lights, loud sounds and a scary story were the main ingredients in this physical room in Kolding. The whole hotel including the lobby is very well done and we were greeted by a man in costume. He later showed us their old piano, that could play by itself.
The room (room 13) was haunted by the devil and it had quests you had to do to do related to this. Upturned crosses and lots of searching in a dimly lit room with lots of noise. We liked the feedback we got from each puzzle and there was only one traditional lock in the room (and since you didn't have to do all the tasks before moving on, we didn't even get to unlock that lock).
You did have to crawl a bit, so not the best choice of room for us since one of us is challenged by these kind of things (crawling, jumping, climbing).
We think this room can only be played in Danish. Intro video and all hints were in Danish.
Christmas - lots of decorations, cookies, christmas cards and gifts.
This online game was a bit underwhelming. Over quite quickly (and we didn't hurry) and not any impressive puzzles. The theme was well executed though.
The game is played on a 360 degree view of the room with hotspots you can interact with. The interaction mainly consists of you writing in a text field what you wanted to combine.
Built on telescape but only one room.
At first the lack of traditional locks challenged us, but then we got the hang of it. The theme of "Old lady forgot something in her apartment" wasn't as engaging at first, but the really nice flow of the room and hightech solutions that seemed like magic won us over.
Everything was really nicely signposted and while it did feel a bit linear, we appreciated the surprises along the way.
This is their most difficult room, we were told, and I can imagine that is true. We had good use of a few clues along the way (another searching fail - as always). We did say - "Oh, that makes sense", so it was us and not the puzzles.
No crawling on the floor, jumping or climbing needed. The room was on the first floor and had a big step at some point, but other than that pretty friendly even to me who is a bit mobility challenged (bad knees and hips).
Our favorite puzzle was an advanced jigsaw with a bit of spice, but the old fashioned phone, the chess and the bingo puzzles were also good. The room also got off to a good start, but if we can't name the puzzle without saying too much. We were a bit afraid to do something wrong when we were handed a screwdriver.
It is a room for all your senses except taste - please don't lick anything in these pandemic times.
Puzzles in space!
A nicely put together traditional escape room with lots of locks and well-done puzzles. We felt there was a flow all the way through the game and while we might not have known why we did things, most of the time we knew what to do. Some puzzles looked tedious at first glance, but when we had to do them, they were easier than we thought.
We really liked these puzzles with a Star Trek geeky spin. We didn't feel stuck once but did need a bit of help to connect two parts of a puzzle (clocks). It didn't feel obvious to us, so a bit of signposting might have helped. The hint system worked well though.
A solid game.
The game is built on Telescape - early version with text field. Navigation was a bit tough for one player but the other player had no problems, so it might come down to the individual setup.
Adventures in the snow with angry yetis.
Nice puzzles. Early telescape game, so most gameplay had you combine things by writing names in a text box. Not a real world room first.
We had problems with a map puzzle, because you had to be really precise in adding elements and it didn't register the part of the element that felt natural for us. We used hints to confirm that we were right in placement and then we knew we had to fiddle things to make it work. A bit frustrating.
We really like a puzzle about footprints.
In general the game had a nice flow and it was fun to combine a lot of things towards the end.
Pirates with a supernatural twist!
A nice game with many rooms. Physical rooms with digital elements somewhat embedded. We weren't fans of the decor, but mostly happy with the puzzles.
At some point there was a word riddle where you have to make a bit of a leap. That gave us trouble. Most people will probably not have a problem with this leap.
The game was built on telescape with inventory and at some point you had to input two words in a text box, but most of the time you could interact with more naturally with the surroundings.
You were kidnapped! Get out of the remote cabin, while your kidnappers are away to collect the ransom.
I can find plenty of fault with this room, but then I wonder why I enjoyed it so much? We usually like hidden doors and inventive stuff that is not just locks and this game was just one room and lots and lots of locks. This was just a good digitization and we really liked the flow of puzzles. So much to do! Built on telescape but no use of text input - just lots of locks.
Ordering puzzles, translatation, simple math, several step puzzles, audio clue, a riddle and lots of seeking. Lots of stuff to do and layers upon layers.
Solve, solve, solve and just once we needed a clue, because an image was too small for us to read.
We really enjoyed this one.
The year is 1921. Agnes was murdered at the Grand Hotel in room 13, while talking on the telephone. Your uncle has been convicted of the murder, but you know he is innocent. You have one hour to prove it, and you have broken into the crime scene to get it done.
We really liked this room. Built by enthusiasts. Translation, finger prints and lots of seeking (which we are so bad at and needed a hint for), some clever switcheroo with doors and lots of hidden compartments. We think they could have improved a few puzzles by using sound more frequently. When they did, it worked well.
This room could be done in English and in Danish (one language on one side of things and the other on the other side). There was no crawling or small spaces - no height differences within the room, but the room was located down some stairs and I'm not sure if they have an alternative entrance. Color was used in two puzzles.
We did have a small problem with one of the mechanical puzzles. It didn't spring open, but could be opened by hand when we were told what to open.
Find the classified documents in the enemy bunker and get out without going past the guards.
A traditional (pre)war-time themed escape room. Lots of escape room logic and locks that hid another key, but we didn't mind. Nice puzzles all in all.
We played this on a Tuesday even though we bought it to play on a Sunday - there was a big delay in delivering the telescape game code. Well, "the best laid schemes..." - we adapted. Really liked how this room was digitized including 360 degrees images of the rooms. Felt like being there and then it didn't matter so much that the room did not have any bells and whistles.
Though things showed up where they needed to be used there was also an instance of a whole keychain showing up and then you had to try your way through the keys. A nice change that wasn't too tedious.
A nice game for a Tuesday evening.
Zombies AND a bomb? Wow, you have to hurry to save yourself, the city and the world.
Starting in an office but quickly spreading out to several other rooms, this escape room sends you on several missions. Most puzzles are quite traditional for escape rooms but there are also a few more mini-game-like when you interact with the zombies.
You get written instructions for each mission, so make sure to read it. This seems like a room, where it would be easy to solve things in parallel and so the room is entertaining for more people at the same time. Not very linear.
This is a real room (several rooms) digitized on the telescape platform. This was done well, though we are not fans of how the inventory was accessed in this game (as a phone visible on most screens). Nothing wrong with the tech - just a matter of taste on a design decision. We did struggle a bit with navigation for the first bit of the game (arrows), but we spent enough time to get used to it.
We like a small puzzle where collaboration is needed/makes things easier.
When you get used to the dark scenes this is nice puzzles in a great package. The very flexible way of moving around was a bit distracting from the puzzles for us, but that is probably just because we are not used to it.
There was only one puzzle we didn't like because in our mind there was nothing pointing to the solution being the right one out of many possibilities.
Other players are represented by an orb and it was useful to collaborate but you could solve it alone but that could become tedious.
We really liked a puzzle with a mirror and one with a shadow.
We love detective type stories and this one delivered. It is quite easy and is probably best for beginners, but we also had fun.
Part one was really what we came for - the plot twist in part two was not really our cup of tea storywise, but the puzzles were fine and not hard. You could probably say that this escape game is more focused on the story than the puzzles and that makes it very inclusive also for a younger demographic.
Tech wise this is based on the telescape platform and it worked well all the way except for sounds, where some was very low in volume and some was very high in volume. Lots of videos used to create the story.
Cool game in a beautiful setting. Personally I prefer games with a bit less ground to cover (more compact game area), but you couldn't argue with the historical setting and cool ruins. We loved the tour. Puzzles were nice but we would like to have seen the inventory being more visible and easy to access.
Tech worked well - this is a game built on telescape.
While I would recommend the other games by Online Escape Rooms Ireland first, this game also scratches the escape room itch.