During his final performance, Farazan disappeared and the Queen diamond vanished along with him.
Puzzles within the room were a creative collaboration between riddles and actions, all of which required a keen sense of observation. They found a perfect balance between being complex enough to require a bit of thought but also provided players with everything they needed if they were to pay enough close attention.
The overarching takeaway was how well the puzzles were designed into the theme. Instead of following a linear track, we found ourselves piecing together the acts of the magician’s show as we uncovered more secrets and items within the room. Everything we did matched the storyline and was formatted into organized sheets that explained each part of the performance all leading up to the clearly outlined grand finale.
Like the other room we’ve done at Solve It Sherlock, Pirates of the Golden Skull, the set and props are once again very polished and seamless. The production level feels more theatrical and professional as opposed to other rooms that can feel a bit DIY when it comes to surroundings. Less worry about seeing behind the scenes and breaking things and more focus on puzzles.
We’ve done many rooms that fall into the pattern of solve for code, open lock. This room incorporated an interesting twist by adding sort of “mini games” on boxes to solve for codes. This allowed for multiple players to work on multiple boxes and added another step to finding an item rather than just simply using a key to open the box.
Many of the hiccups that we ran into were actually user-error on our end rather than issues with the room. The two major puzzles we got stuck on were designed with helpful light indications to let players know once they had made a mistake in the process of solving them. We had tried to rush through both puzzles and had to take a step back and slow down.
More seasoned players looking for some puzzles to get you thinking outside of the box.