Cardiff, Dec 2016
Sabotage is not a particularly showy game – the modern setting translates to a fairly stripped-down theme and mostly straightforward props. But it’s a well designed and satisfying room, and some nice touches give it an edge of understated humour that I really enjoyed. And the difficulty is sufficient to give even the more experienced teams plenty to get to grips with.
It does use a quite remarkable number of padlocks, though these are very much on-theme. There are also quite a few promising-looking numbers to be found, which makes it easy to end up trying hopeful guesses in whichever available locks they might fit – however, some of the locks have auto-lockout mechanisms that help discourage that tendency. At least one such lock then also has an alternative way to solve the puzzle in case you get locked out, which shows pleasing care in the design.
Some may be put off by the heavy use of padlocks or find the low-key decor underwhelming. But even more so than the first Breakout room we played, it has some quite creative design ideas, and more importantly we found it free of the little frustrations that sometimes spoil an escape game. Add in the high difficulty level and its subtle wit, and it’s a room I’d recommend.
Full disclosure: we played this game for free, as a reward for breaking the record on their Disturbed game.
Again, over-reliance on identical combination locks / padlocks can and should be easily avoided, and they could really up this room by putting in a few automatic opening cupboards/drawers, possibly adding to the theme as well. That said, there were a couple of delightful puzzles and things that when we worked out the answer really pleased me, as well as a couple of things we’d never seen before (always nice). There was a good mixture of physical, mental, and searching puzzles involved.