Room review: The Escape Artist: Last Light

Their description: The PowerAID Plant was launched to much fanfare – it was supposed to be the answer to a renewable power source and for a moment, it was. However, within a month of initiating operations, it mysteriously shut down.

Speculation was rife – was it closed due to safety issues? Sabotage? Or was there something supernatural?

With the authorities suspiciously quiet and all activity in the city grinding to a halt, it is up to you, the heroes, to investigate the power plant and restore life into the ghost town.

Last Light is meant to be the most difficult of The Escape Artist’s rooms. It earns that rating while staying fairly logical, though some puzzles may seem opaque to less experienced teams.

Sometimes — like in the case of the Phaser puzzle which you can skip if you choose that power — a puzzle is opaque because a significant but not-unfair intuitive leap is required. But sometimes the leap required is a little less intuitive.

Nonetheless, the puzzles on the whole show TEA’s usual dedication to logic and fairness, with some particularly clever ideas thrown into the mix.

And the room is fun for other reasons too. Hands-on aspects are used to good effect: for physical problem-solving, jazzing up an answer-input mechanism, and the dramatic climax itself. The high physicality rating comes with the usual-for-this-branch sense of adventure, and the setting shifts appropriately as your journey progresses. The puzzles feel unconnected to the storyline at the start, but this changes by the end, quite satisfyingly.

In all, this room is RECOMMENDED for experienced teams, though you might have to forgive one or two puzzles. Beginners could find this room tough unless they load up on appropriate powers.

(Difficulty rating is based on a playthrough that didn’t use the Scout, Sage or Phaser powers.)

Puzzle difficulty: 4/5
Puzzle logic: 3.5/5
Multimedia aspect of puzzles: 1.5/5

Atmosphere and setting: 4/5
Exciting flourishes, use of technology or physical aspects: 4.5/5
Storyline integration: 3/5

Their suggested number of players: 2 to 8
My suggested number of players: 3 to 5. More could get crowded.

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