How to Play Escape Rooms
Let's be straight from the start, there is no right or wrong way to play an escape room.
All teams are different, all teams have their own style, but there are some useful tips from what I consider to be the "best" teams (definition of "best" - those who get the quickest times).
Tips:
- When you enter a new room, get the balance between exploring and wasting time admiring the view! Look around, but don't be surprised or in awe of what you see. Difficult I know!
- Call out what you have. Split this into:
- Locks
- Puzzles
- Clues / objects
- Indications / symbols
For example, enter a room "I see 3 padlocks - 2 with 4 digits and one 4 letter padlock"
- "I have an over-sized key that I'm going to put on this table."
- "There are two puzzles on the wall that seem to generate 4 digit codes"
- "This puzzle has a sword symbol on it"
Why call these things out? As everyone does here it, whether or not they are specifically listening. When they have something to call out - this goes on throughout the game - they or you, or someone may link stuff that is called out. For example someone else calls out "I've got a 4 digit code, it's written on a sword." Maybe that will go to the sword symbol someone else saw - and they need a 4 digit code.
Establish an area / table to put things that may be useful but not yet used (be careful not to use something or somewhere that will cover another puzzle, eg. a pool table with something inside it)
Establish an area / table to put things that have been used already. You never know - they could be used in future, but an area will help identify already used clues and objects, locks, keys.
Write down any codes you find, but be sure to rub them out once used. It is unlikely (not impossible) that codes will be used twice.
Be flexible in your own thoughts, but also share your ideas. Others may be able to build on the idea, or if it doesn't work they may be able to think differently. Don't forget escape rooms are more about thinking differently than being clever or not!
In general, escape rooms do not use 'external knowledge'. This means everything you need to solve the puzzles or codes is in the room. I have/had a game in a Dart Board (in the Haunted Pub) but you didn't need darts knowledge to play it. As it was in a pub the game was themed. That's a job of the designer. For the gamer, don't think you need external knowledge. (Slight contradiction - you need to know basic maths in most rooms - add, subtract etc. and how to use a calculator normally. So there is some basic external knowledge).
I can't over-emphasise the 'flexibility' issue. In my opinion the most difficult aspect to any escape room is 're-setting your mind. You have an idea, it didn't work. Can you reset your mind to find a new idea? This is what team members are for! Example - I found a pattern in a room and got a 4 digit answer. It was wrong. I explained my idea to my 16 year old who agreed my theory, but realised I had made a basic maths mistake in the last row getting a new fourth digit. It worked. So the idea was right, but my head had convinced me of the answer - it took a youngster and new eyes to use my idea to get the right digit. 3 out of 4 isn't good enough for a padlock!
Almost what not to do -
- Be over-confident
Think you have definitely seen the same puzzle in another room. Puzzles can look similar without having the same solution (those who have played my Gaol and another local room have first hand knowledge).
Make statements like "this must do this..." or "I assume this means this..." or "I know how what to do..." etc. etc.
Don't be quiet. There are some very effective teams who are quiet, efficient, take their time to consider everything in detail. But they are few and far between. Normally the "best" teams are loud, constantly talking, constantly trying ideas and discussuing matters, calling out clues and codes and what they've found. Noisey teams are usually better than quiet teams.
I hope that helps in some way. I'll reiterate, and quote myself on what not to do - I don't know the right answer. There is no right or wrong way to play a room, but the above gives food for thought on how to play, and how the "best" (appreciate the definition is controversial) teams play rooms.