Edward is stranded on an island covered in forest.
One day, when the wind is blowing from the west, lightning strikes the west end of the island and sets fire to the forest. The fire is very violent, burning everything in its path, and without intervention the fire will burn the whole island, killing Edward in the process.
There are cliffs around the island, so he cannot jump off.
How can Edward survive the fire? (There are no buckets or any other means to put out the fire)
Answer to This Week's Riddle:
Edward picks up a piece of wood and lights it from the fire on the west end of the island.
He then quickly carries it near the east end of he island and starts a new fire. The wind will cause that fire to burn out the eastern end and he can then shelter in the burned area.
Edward survives the fire, but dies of starvation, with all the food in the forest burned. (Unless he finds a bunker, cuts off Reilley's hand, and radios for help with the coordinates of the island. But that's ANOTHER story ;))
Smaller than four, yet bigger than three, to make it your food, you must add an E. What is it?
PI(E) (3.14)! Happy Pie Day!
So, you want to escape and you are going through all of your friends, trying to figure out who to bring along for a successful mission? How do you decide? The easiest starting point is eliminate the people you should NOT bring.
Trapped Door / Room Escape Artists have done a fantastic job with this video:
For your sake (and ours), don’t bring The Destroyer, The Briber, The Professional (the guy who’s already played), The “Brave” Men (Who really aren’t), The Stoners, The Easily Scared, The Rejecter, The Tag-alongs, The Know-It-All, or The Anti-Socials along.
Now that we have the Debbie-Downers out of the way, who should you choose to bring along to ensure you escape in time?
The Searcher: The person that always seems to find whatever happens to be lost, no matter what strange place the item may have been put into. Many time kids are very good at this, maybe because they generally see the world much differently (or from a much lower place).
The Brain: This person is able to spot, recognize and solve math, counting, translation, or cipher puzzles with relative ease.
The Organizer: Sometimes leader, or just the person that helps put multi-part puzzles together, they make sure you know what you have found and where you have found it, and sometimes just as important, where it is NOW.
The Lock Whisperer: That person that you tell a code to for a lock, and they have it open before you can blink.
The Techno Guru: Sometimes you run into technology in a room, whether it be a bank of switches, a computer, a tablet, a phone, or some other specialized technology. This person has a knack of making the high tech seem common place.
The OSHA certified: This person actually pays attention when you talk about safety and the things NOT to do in the experience. They make sure you don’t do anything crazy or dangerous like trying to unlock an electrical outlet with a key.
The “Mom”: Many times a leader, but more importantly, the person that keeps everyone on task and moving forward.
The Dreamer: A person that looks at the world so differently that they can look and work “outside the box” with very little help. They see the possibilities of what could happen, and make that leap of faith when it seems crazy to someone else what the solution really is.
The Multi-Tasker: Keep throwing information and clues at this person, and they will mentally sort through and keep working on things in the background of their minds until you find enough information for everything to come together.
And finally YOURSELF, because you are choosing your team, and sharing the adventure with your friends, family, co-workers, etc. Bring your A-Game and ESCAPE!!!
(Troy - as a gamemaster) I love watching/hearing peoples’ reactions when something interesting happens, or is surprising. This could be from opening a secret door/panel, having that "light-bulb" effect of figuring something out, or when someone figures out that last clue at the last possible moment. My love of the game in this area always makes me the happiest when I see people having fun, or when they are figuring out all of the puzzles that I have lovingly built.
(Angel - as gamemaster) People that know me know that I cannot gamemaster their rooms. Gamemastering, for me, is just as exciting and intense as playing the game. I am invested in each team's successes and failures, doubly so when I know you outside of TCR! Aside from that downside of gamemastering, it is the neatest job ever! I really enjoy watching people work together to solve problems and have fun. The biggest compliment comes in the form of an ignored cell phone that keeps chirping. I love watching the light bulb go off when a player 'gets' a puzzle. I love to hear teammates tell each other that their ideas are great, or see team high fives. The best part is opening the door at the end to smiles and laughter.
(Troy - as a player) I always love it when I encounter something unique that I was not expecting, or have never seen before. Creative uses for common items, secret doors/panels, and interesting ways to open them rate very high. Puzzles that are multi-step, or need more than one person are always nice as well. A variety of locks/locking mechanisms is a good thing as well, as variety really is the spice of life (or of escape rooms).
(Angel - as a player) This is a hard question because I love it all! If I look back at my favorite rooms though, I would say they stick out because they surprise me in unexpected ways (one of my all-time best games had such a simple, but profound twist to it that it took a good room to the very top of my list), or because I thought the immersion was solid (I love pretty rooms with good stories and interesting puzzles). I absolutely love the adrenaline of those last couple of minutes, wondering if we’ll make it out. And of course, like everyone else, I love secret spaces (except when there's 2 minutes left... don't do that to me!)
(From player feedback) We always like to ask people what their favorite features of a game are at the end of a session. A few examples of those answers are: secret doors/panels/rooms, black lights, teamwork, variety of locks, "items" used in different ways than expected, and the "help" given when needed.
What is your favorite escape room feature?
Answer to the Riddle of the Week:
The trick to solve this puzzle is to analyze the open cube. All the symbols are given twice and aren't touching. When the cube is folded, you wont find any symbol touching a like symbol or repeated from this vantage point. Thus, the option D fits the criteria.
Who We Are
Hello from TCR!