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Mission : Call of the ancient

Call of the ancient
The story

Welcome to a twisted coroner of the 1930’s, madness has broken loose throughout New York City. The source of this madness is an ancient evil known for its mysterious force and relentless power that brings harm to anyone near, a man who bears the name Edwin unleashed it’s dark power and has plans to use it upon the city for wicked deeds. You must attempt to harness its power and save the city of its wrath, thus stopping Edwin of his evil plan before it’s too late!

2 to 10 Players
Level : Normal
  • Our experience

  • We Won

    We Played on: 05-01-2021
    We did it in 48 minutes out of 75
    The team:
    Snow, Heiner, Jackie, Reka, Zohaib

    Global note: 3.5/10

    Other criteria:

    Our opinion:

    By Snow & Saol

    Well, it's been a long time. Well, not as long as it's been, but not long enough, that I haven't played a hall that I've been so... let's say saddened to be nice.

    Yes I play a lot, at the moment I can play one room a night in Visio. So it's obvious that there will be some good and some not so good. It's often the transition to Visio that is complicated (technical problems, choice for the identity of the Game Master (interaction or not), relevant use of the inventory, etc...).

    I confess that I am rather tolerant on this kind of elements. The technology is new, you have to find yourself, there's not much time, but tonight I played a venue that I was anticipating with a rather rare theme: Cthulhu. So in rechecking nothing names this work by Lovecraft, but there are still enough elements on the site that lead you to believe that this is an adventure in this universe.


    We are received on Zoom by a young man who, knowing that it is late at home (9 hours late), hastens to launch us into the adventure:

     "Padlock with 4 numbers, padlock with 3 numbers, padlock with 4 letters, directional padlock..." and I spare you the other 5 padlocks.

    So no story, a decoration which is only composed of a few objects here and there a strange corner that I will qualify as a dining area. All that leaves me perplexed, but I say to myself that the level will be better thanks to interesting riddles. Not really.

    The young Game Master leads us directly from puzzle to puzzle and tells us right away: that's good, that's not good, think differently. We rarely have time to think for a long time. Fortunately the room is linear.

    We also have an inventory on the telescope site to look at some documents.

    And then there is at some point this directional padlock. A padlock in which we have to enter 35 directions in a row. Honestly what an interest.  We just had to read them on something in the room. Not very interesting you think. Well, I agree.

    We end up after 48 minutes (rather quickly according to our host) who offers us to come and play their other room for free on a quieter day, it's nice, but I didn't really understand why he was offering us that.

    He was very nice, but that's not all. I don't really know what I would have liked in this room in real life. I admit I didn't even understand when we finished. Let's say that this room doesn't correspond to my expectations of a good escape: neat history, nurturing the theme, narative progression and so many other things to transform a room with safes and locks into an adventure.

    + We enjoyed +

    • An enthusiastic welcome

    - We didn't like -

    • Lack of history (unrelated to Lovecraft)
    • The absence of decoration
    • The absence of riddles in the theme
    • Lack of atmosphere
    • In summary: lack of immersion and coherence
    • 35 directions!!!!

    For who?

    • Pour ceux qui n’ont pas besoin d’immersion

    Why play it?

    • Parce qu’on est en manque encore et encore

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