Following Operation Magnus, we again swapped teams and this time ended up playing with Elliot, Danny and Lucy from To Clue or Not To Clue, taking on our third game – Chronos.
“A version of the normally dormant Chronos virus has mutated, becoming deadly, resulting in the death of any living thing it comes into contact with. This pandemic has decimated the human populace and plunged modern society into chaos. After several failed attempts at finding a cure it is now time to activate the last resort.
The Powers That Govern, a mysterious secret society, have enlisted you to pilot a machine developed from the collective research of some of the most brilliant minds in history; Da Vinci, Tesla and Einstein. This machine is the final contingency, it will shift you through the voids of space and time… Your destination, Victorian London.
It is here that you will find patient zero, the only known fatality caused by Chronos up until it’s mutation in the present day. The research from this rare case was once lost to time but now you have the power to get it back and find a cure. Change the past, fix the present and give humanity a future.”
The game starts in time machine that takes you back to Victorian London, and it’s a beautifully crafted space. It has a magical ‘Curio’ feel to it, and once in action, the time travel process is an excellent bit of theatre – not just a load of flashing lights for effects – they’ve gone all out with it again. The main room is another visual feast, and at first look, quite overwhelming. There’s so much decoration that doesn’t play a part in the game, but adds a lot to the atmosphere.
This was a good room to have five players in, as instantly we were all at different sides, investigating and solving different things. Gameplay started off quite open, but it wasn’t long until we were all working on the same things, and some of them required a lot of thought. There’s a good mix of physical and mental puzzles in Chronos, and a good number of them didn’t have very obvious solutions. We spent a long time feeling like we really didn’t know what to do, and the good flow we’d started on quickly depleted.
It wasn’t until after the game when everything was explained that it all started to click – before that, everything was a very confusing blur! In fairness, I think this is a mix of us not playing at our best, and the overall puzzle mechanism which we’d worked towards not being overly clear.
Overall, a visually great room, with some fun puzzles and a bit of a tricky challenge. The theatre of time travelling is a big plus, as is the immersive obtaining of the cure to take back to the present day.
Host: Our host was Alfie, who gave a good brief and some important pushes when needed.
Clue System: Clues were delivered via a voice in the room, but it was very quiet and not quite clear enough, so sometimes we had hints shouted through the wall. Note that the room is a work in progress though!
Success? Yes, but it was the closest time we’ve EVER had in nearly 150 games. We got out with an eighth of a second left on the clock.