Not your typical experience
Our first unsolved mystery takes place in a remote cabin known to be occupied by Bill Tanner, a serial killer who has a reputation for creating twisted games to test his victims.
In THE CABIN, you and your team will have to employ keen communication skills and an ability to perform under pressure if you want to survive Tanner’s games.
Two and a half years ago, we paid our first visit to Chatham, having heard fantastic things about Hysteria and Mythologic in nearby Gillingham (Fantastic things which turned out to be true, FYI.) A lot has happened since then, but when we started receiving emails about a mysterious new escape room in Chatham, we were intrigued. So when we knew we would be in the area once again, there was no question that we would be making a visit.
Unsolved Mysteries is brought to you by the same team behind Hysteria. But Rob and Nikki have taken what they’ve learned over the years, and built upon it to create something just a little bit different to their earlier games. Rather than just an escape room, they’re classing the games at Unsolved Mysteries as “live interactive theatre experience[s].” I had no idea what that actually meant, but after playing, I can confirm that that is exactly what you get with The Cabin.
Together with Amy and Ian of Brit of an Escape Habit, we made our way out to Unsolved Mysteries. This was our first puzzle, as Google, (and therefore our satnav) seemed to think they were located on the Chatham docks. In reality, the venue is located on the grounds of Fort Amhurst. This Google glitch appears to now be resolved, but be warned, if you end up in the docks you are in the wrong place. But eventually, we figured it out and found ourselves outside a rather ominous, bunker-type building.
We were met at the entrance by Rob, and quickly realised that appearances can be deceiving, for although the outside was rather foreboding, the inside had an almost cosy feel. We descended the stairs, past The Cabin, and found ourselves in a lovely little bar area with snacks and drinks for sale, which certainly added to the cosy feeling. Once we were all settled in, and were treated to a tour of the venue and what’s to come (two more games with interlinking stories!), it was time to head back upstairs to find out a little bit more about the mysterious Cabin. Rob covered some basic health and safety, but then he disappeared to play us a video, or rather a plea for help from the latest victim of the infamous Bill Tanner.
IMMERSION/ROOM DESIGN
First things first, I would be remiss in my duties if I didn’t mention just how impressive the set build is here. Stepping through the entrance to the game we found ourselves standing outside of a cabin, and I do actually mean that. Due to the listed nature of the venue, Unsolved Mysteries are unable to alter the structure in any way, so they have, for all intents and purposes, built a freestanding cabin within the building that could just be picked up and moved. Even when one considered that this cabin is a serial killer’s lair, it was still (almost) a lovely space to be in.
But the set didn’t get any less impressive from there. The lighting and sound design within the game enhanced every little nuance, and we were immediately immersed in our surroundings. The Cabin presented a multitude of puzzle paths to follow at any one time, and yet still managed to build on the narrative. The Cabin provided many nooks and crannies to explore, with crawl spaces, and hidden places that we uncovered as we solved challenges.
Often times escape rooms will proclaim to be akin to being in “a real-life movie,” but The Cabin is one of those that has actually come closest to that claim. The story was ever present, driving the game forward, with new reveals and more information. As with any good story, there should be a clear build to to the climax, and then a satisfying conclusion, which the Cabin provided effortlessly, and in an incredibly dramatic fashion. In fact, there are at least four possible ways for your story to conclude, based on your abilities and the choices you and your group make.
We were aware going into the game that there would be a live-actor element to The Cabin, which in most venues would immediately be associated with a terrifying horror-type attraction. Although there is some horror-theming (we are in a killer’s cabin after all), the experience is actually rather atmospheric, perhaps even a little creepy, and adrenaline-fuelled at the end, but not one I would particularly deem to be “scary.” Yes, there were a few moments where I jumped, but I am particularly jumpy. So if you’re thinking of avoiding due to the live actor element, but would otherwise be fine with a similarly themed room sans-actor, stop making excuses and book. I promise you won’t be disappointed.
PUZZLES
The puzzles here fit perfectly into the theme, with a blend of some that emerged from the twisted “killer’s” mind to test us, and others that instead appeared to evolve organically from our surroundings. A blend of padlocks and tech gave the satisfaction of unlocking something, but also gave us an opportunity to play with some more tactile props. The fact that traditional padlocks were only found on things which it was logical to lock helped with the immersion side.
Logic, observation, a bit of searching, and of course, teamwork and communication all played their part, but the puzzles were so much more than that. They were invariably fair, and typically well signposted, so connecting the dots to a solution provided plenty of fantastic “ah-ha!” moments for everyone in the group.
GM/CLUE SYSTEM
Rob greeted us at the start of our game and was the one to deliver our basic health and safety briefing, but aside from his briefing, Rob remained entirely behind the scenes to ensure everything worked as it should, and our experience in The Cabin was seamless. But he wasn’t the one responsible for providing any assistance should we need it.
Assistance instead came from another source. Any assistance we required came from Scarlett, but Scarlett was so much more than just a helping hand. She was an integral part of the game, and played her role perfectly, adding to the immersion and the drama of The Cabin in a way that I’ve not really experienced with many other games.
ANYTHING ELSE
Unsolved Mysteries have raised the bar for what I expect from an escape room with The Cabin. With satisfying puzzles and a surprising human element, The Cabin managed to be infinitely more immersive than a simple “serial killer” themed game.
Unsolved Mysteries have big plans for two more games, and I, for one, cannot wait to see what they come up with next.
Success/Failed
Final Rating:
Operation | |
Puzzles | |
Room Design | |
GM/Clues | |
Excitement |
Team Size: 4 people – escaped in 41:32
Address: Unsolved Mysteries Escape Rooms, Redoubt Guardhouse, Fort Amherst, Dock Road, Chatham, Kent, ME4 4UB
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