Escape
Date: 12th April 2014
dPace: Fresh
from our near loss, we are now attempting another room that has descriptions
and introductions very very very similar to another game in another company. I
seriously doubt their creative ability. Though this company does seem to have a
lack of funds for their games, but designing a room based on other company’s
games???
Dscry: The
room is called The World Behind The Mirror. But, the game masters keep calling
it as Day and Night. Hmm… So, this room inspired by Day and Night in Mission-Q?
We will find out.
dPace: And
yes, this room is definitely inspired, more like copied, from Day and Night. From
what we expected, the game master told us that we will be separated. However,
they do have an interesting way for us to communicate with each other. Now, I
wonder if our teammates can understand what we are trying to describe to them.
Dscry:
dPace! You won’t believe what I did. I… I… Er… See this thing? I got it from
that thing over there. I kinda touch it a lot.
dPace: Oh
no! Sounds like the puzzle is messed up >< No worries, let’s try
contacting out teammates in the other room to find out if we can reset or solve
this puzzle.
Dscry: This
thing is too high tech for me. I don’t even know how to use it. After
contacting the game master, we were told that what I did was right but, I
didn’t try hard enough. Meh… There! Finally, we found the light. Yay!
dPac:
Great! Now let’s help our teammates solve a few puzzles and hopefully we can
get out of here. I think they need some clues from our room, just like how we
need some clues from their room. Typical concept for these type of theme of
rooms, right, Dscry?
Dscry: But,
the communication is kinda lost. We haven’t even finished solving things in our
room and yet we already discovered the hidden path that links us to our team
members. It wasn’t long before we are reunited back with them. I am sorry to
say that this room is not better than Day and Night in Mission-Q. Not even as
good.
dPace: I agree,
they copied the concept, but failed at the designing of the room. Lesson
learnt, “The flow of puzzles in an escape
game is utmost important”.
Dscry: Without
much difficulty, we managed to escape from this world and return to the real
world. On the bright side, at least we made it out.
Amount and difficulty of puzzles– 3 / 5
Common knowledge required –– 3.5 / 5
Room complexity – 2.5 / 5
Players recommended – 4 to 6 (maximum 8)
Hints given – 2
Difficulty rating (according to Rush Hour) – 4 / 5
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