RATING: 2 Keys RESULT: Loss REMAINING: X:XX
A prison break is about to go awry for all the wrong reasons.
Take a step back in history and become a confederate prisoner of fort Michilimackinac. You must escape without being seen…
Although the story from the venue’s website is vague, it is further explained by the game master (AKA “the warden”) before our team of prisoners is handcuffed (literally) and ushered into the fort. Apparently, we are a group of confederates captured during the mid-1800’s. Due to untold circumstances, we now have a window of opportunity to escape. However, since the guards are hot on our trail, we only have 60 minutes to get away.
Given the game’s location, the scenario is completely appropriate. What better place to stage a prison break than in Mackinaw City, home of the original fort. Unfortunately, a compelling story is not enough to make a great game.
The weakest part of Fort Escape is the scenic. The adventure begins in a room that feels more like an office than a prison. The main working area has a large metal desk containing an old-fashion typewriter, a Morse Code machine, a second-hand clock, a lamp with a light bulb, and other trivial items.
Adjacent to this area is a small table used to complete a time-consuming puzzle and a mantle holding another clock and a radio. It is questionable as to whether or not some of these items are appropriate for this 1800’s setting.
Another room is visible through a locked, barred gate. This appears to be the actual prison cell, as it contains more authentic props such as chains, wooden planks, and a pillory (which is pictured).
In both areas, there are many numbered patterns and drawings on the walls. One can assume these are from former, bored prisoners.
The puzzles in Fort Escape rely mostly on standard combination locks and keys, which makes sense, given the lack of technology present during the 1800’s. Although the tasks are not difficult to complete, it is often unclear about what to do with the results. Prisoners must determine not only which codes they find are useful but also where they eventually go. This leads to a good deal of unnecessary trial and error.
The confusing features of the game are further enhanced by some of the props used to solve certain puzzles. For instance, the objective of one challenge is completely obvious; however, since it relies on a poorly-made homemade device to analyze certain objects, the end result is difficult to obtain. This issue could have been easily solved by using a relevant version of the real tool.
Additionally, the lighting throughout the game is very poor, and only one blacklight, as opposed to individual flashlights, is provided. This does little in assisting players with opening various locks. The combination of these events leads to a waste of valuable game time.
An interesting story set in an authentic location is overshadowed by unrealistic scenery and annoying puzzles. Although the objective of the game is thoroughly explained prior to the 60-minute countdown, our team of prisoners never felt as though we were on track to complete the mission. Due to the set-up of the “fort”, it appears that we are trying to get back into prison instead of trying to escape.
And, even though getting handcuffed and being lead into the initial room is a neat idea, it really serves no purpose. With bound hands, we are still able to proceed throughout the adventure and solve the puzzles. Besides, why would we need handcuffs if we are already locked away?
#LarryForgotToTakeAPic
Show your support for Escape Authority and get social with us:
Venue: Mind Thrill Escape Rooms
Location: Mackinaw City, MI
Number of Games: 4
GAME SPECIFIC INFORMATION:
Duration: 60 minutes
Capacity: 8 people
Group Type: Public / You may be paired with strangers.
Cost: $25 per person