Following our trip to catch up with all the latest games at The Panic Room, we wanted to head somewhere else on the way back home to get some extra rooms done. We spent a lot of time trying to find somewhere, and in the end decided to change the entire the last part of the trip to go in the opposite direction, and do all four of the games at the much-praised Tulleys.
Based at Tulleys Farm, the escape room centre is located at a lovely attraction with many things to do, and we’ve heard nothing but high praise about their games. It was finally time to go and give them a go, starting our binge with Mutiny…
“It’s the year of our Lord 1672, and you be right in the height o’ the golden age o’ piracy…
After years of sailin’ the high seas, you and your crew have succeeded in your fair share of ambushes, and as a result – your ship is teamin’ with bounty.
Yet you’re still suffering beneath the cruel wrath o’ Captain Starling – a notoriously bloodthirsty buccaneer, and your shipmates have decided you all shall take matters into your own hands. After all… you fought for the gold, so the gold is yours for the taking, aye?
Once the old seadog has retreated to his berth for the night, you make your move. Get in, get the treasure and get out. You won’t have long before he starts to stir – and Starling shows no mercy to ANY soul…”
The game starts in a small room that almost felt like a bit of a warm up. Some simple puzzles and a little bit of searching to get the brain in gear, before we move onto the bigger challenges hidden behind the first door.
After a few minutes, we made our way into the main part of the game, and were instantly stunned by just how much space we had in front of us to explore. It turns out we were right to be stunned, as this wasn’t supposed to be the case – a reset issue meant that all the following doors had been left wide open, allowing us to see the entirety of the game way ahead of time. We had about 30 seconds exploring the full expanse of the remaining rooms before we were told it was a mistake, and then had to wait for our host to come in and close all of the doors. Mistakes like this can absolutely make or break an experience, and for the higher cost of their rooms, it absolutely shouldn’t be happening.
Once the issues were sorted, we continued with the game, finding some large centrepiece puzzles amongst other smaller brainteasers. The gameplay was really well varied, with all types of puzzles found, some requiring teamwork and others allowing your team to break off from each other and take things on solo.
Some of the puzzle ideas were genius, so well enveloped in the game theme and creating some memorable moments. The theming of the game was excellent too, feeling like something that could have come right out of a pirate themed section of a theme park.
The game had a real sense of adventure to it, and even though we maybe didn’t experience this fully, due to the earlier issue, it was still noteworthy and executed well.
Overall, this was a fantastic room. You often leave a game and talk afterwards about one or two brilliant puzzles, but this was absolutely packed with great ideas. Mutiny felt like it had two different, distinct escape games stuffed into the one experience, and as we soon found was the norm with games at Tulleys, the gamespace was absolutely massive. It’s unusual for us to have a reset issue and still have a fantastic experience, but this was the case with Mutiny – so much so, we’ve given it the Lock Us Up ‘Must Play’ stamp.
Host: The box on the souvenir game card for “games host” has been left blank, so I’ve not got a clue.
Clue System: Clues were delivered via the voice of a parrot.
Success? Yes, we escaped with 6:53 remaining, although the rush we had on the last puzzle made it feel like we had about 5 seconds to go!