#@ rebs and mia feel free to chime in if i missed anything of import here!!!
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queerholmcs · 3 months ago
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the mind of moriarty 👑🧑🏻‍💻♟️
I had the absolute pleasure of doing the original "the game is now" escape room experience immediately followed by the new moriarty-centric escape room (as though the first one wasn't moriarty-centric enough?) with @victorianpining and @647763 back at the end of July, and I did promise a full write-up when I came back to my senses at the end of it!
First off, I could not have been more pleased with the experience; I do absolutely recommend giving it a go yourself if you have the chance. Now, if you're in the mood for spoilers, I'll be detailing some thoughts and recollections below the cut. 💙
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Just in case the first escape room experience didn't quite convince you, Moriarty is dead. It's very important that you know that going into this. He's the most dead anyone has ever been. He's so dead he "wishes he could die twice!", after all! They have to keep saying it because otherwise you might forget it, you see. Especially after Sherlock had a whole drug trip on a plane to prove how someone might have faked their death in such a manner only to conclusively decide that dear old Jimmy boy is in fact dead.
I'm assuming everyone reading this is already relatively familiar with the first escape room, and the whole bit where the Network is operating under the guise of "Doyle's Opticians," so I won't spend any time discussing that, except to say that we did get a few confused looks from the various Stamfords when we reappeared (after finishing the first escape room and making the choice to stick to non-alcoholic beverages at the Mind Palace prior to the second) to say, "Oh, no, we didn't get turned around or anything. We've just got a second appointment." (You mean to tell me that most people who go do one experience and then just... leave? Without doing the second one the very same day? What an absolutely unfathomable concept.)
The opening puzzles before the "John Watson held at gunpoint" briefing video (which was the same as that used for the first escape room) were particularly fun: you're shown a series of four images, and you have to figure out the pattern of what's changing (being mirrored, one might say?) between each one to choose the fifth of the sequence from a selection. (Ref. 1: Into the Woods: How Stories Work and Why We Tell Them, John Yorke.)
And then you go on to 221B Baker Street for photos and a brief moment of shenanigans, and I must add a note here that the Stamford who was working with us on this round was brilliant, you could tell she was absolutely loving her job, and there was a bit of a spiel about observation and logic and deduction that turned out to actually be helpful in solving the puzzles in the first room. (Shocking, that she wasn't just harping on about those concepts for fun!)
Anyway, Mycroft shows up via video feed, per usual, and introduces the premise of this game: James Moriarty (who is most assuredly dead, by the way, it's very important that you remember that) programmed an AI before he died—"an archive of maniacal data"—and your job, as new (read: expendable) recruits in the Network, is to go into a virtual-reality space called the Nexus, where you need to hack into the AI and replace Moriarty's mind with—well, not yours, obviously, you're "far too, as they say, basic"—but with Sherlock's. But why not use Mycroft's mind? you may be asking. Especially if he's the smart one.—because, dear reader, "One Mycroft Holmes is already too great a gift for this world. Two would be an indulgence." And that's verbatim from Mycroft Holmes as protrayed by Mark Gatiss himself. I am going to haunt him in whatever comes after this life. Still can't believe that you give them money and in exchange they insult you for approximately ninety minutes and at the end you say 'thanks, this was so much fun, I will definitely be doing this again!'
Right before you go into the first room, you are helpfully reminded by Mycroft one last time that "despite what video games suggest, you absolutely can die in the virtual world." Bit of a theme they seem to be harping on! It's almost like they're trying to get you to really believe that Jim is actually dead or something!
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(Photos are all from the official 221b social media accounts.)
The first room is a sort of fusion of the pool from TGG with a chemistry lab and a hospital corridor, and also a miniature version of Jim's prison cell from THOB is there. There's a mannequin of John Watson decked out in a Semtex vest in the corner, and you get the usual experience of solving lots of intellectually- and tactilely-satisfying puzzles, which included opening a bordering-on-comical number of lockers. The John mannequin has a key in his hand labelled "007" (classic!) and a phone in his pocket so you can text Mycroft. Moriarty reminds you that he's the good old-fashioned villain in this fairy tale, and that Sherlock needs him or he's nothing, and that John is Sherlock's "live-in ordinary person."
I also particularly enjoyed the little chemistry puzzle in this room—they do give you a periodic table on the wall, so you have all you need to solve it without any prior knowledge, but who goes to a Sherlock escape room without a graduate chemist in hand?
(We also decided after the fact that the gift shop definitely should have been selling packs of the stickers seen on the lockers in this room, one of which was notably a pixel-art TV with a rainbow screen and the phrase "brainwashed".)
The highlight here, however, was definitely the prison cell. There's a letter on the chair that's on Pentonville Prison letterhead and signed by Mycroft and otherwise consists of a paragraph or two of fully redacted text. The walls have a number of fun phrases scratched into them, like "THREE SIGNS IS NOT ENOUGH" and "TOO MANY THATCHERS", which continue to live in my mind rent-free. (Some of the other phrases were helpful hints for the puzzles you had to solve, but those two weren't even relevant for the puzzles, as I recall. They were just bonuses. Specifically designed to haunt me, personally.)
At some point in here, Moriarty—no, sorry; his recorded voice, because he's dead, remember! We're just poking around in his virtual mind! ("Jim recorded lots of little messages for me before he died," anyone?)—insults you over the speakers, saying, "Goldfish, goldfish, goldfish have better recall than you!" (Mycroft Holmes in TEH, "I'm living in a world of goldfish," anyone?)
Anyway, you solve all the puzzles and put the phone you were using to text Mycroft in Jim's prison cell and continue on your way, going further into the mind of Moriarty, in the direction of the "Watson Ward" and "No Sherlock beyond this point" arrows. (Big moment for "there's definitely a reason that every other character in the canon has the initials J(H)W or its respectable inversion JM" girlies!)
Also there's an audio clip of Jim saying "choo choo!" as you leave the room. (Big moment for TFP girlies! I think my exact words were "I am going to kill myself.")
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Onto room two! Green lasers everywhere! (They definitely intended you to do a fun little acrobatics situation here but we were content to hit the floor and crawl to find the buttons to disable them.)
After you disable the lasers, you get to focus on the primary puzzle of the room: a wall covered with sketches of people and copies of incriminating evidence, and you have to connect the scarlet thread red strings between each member of the jury and the evidence that Jim was blackmailing them with—you know, from way back in TRF? When the key code wasn't important at all, it was just about knowing someone's pressure points? (There's a Mary who's having an affair and is a lesbian, btw. Just like our mystery corpse in the original escape room, we should never assume someone is straight when there's room for them to be gay.) This puzzle as a whole was really satisfying, I will say, though it did make us wish for either a notepad or a massive whiteboard to make notes on while we solved the little logic puzzles to match the people to their blackmail material. (They could give you little branded notepads and pens to take with you through the rooms, and to keep as a souvenir, like the ones hotels give you! It would be so fun!) This was definitely the puzzle we spent the majority of our time on.
And then you get to the highlight of this room: opening the safe to reveal Jim Moriarty himself—well, a mannequin version—decked out in the Crown Jewels, happy as could be. There's a reminder that nothing in the Tower of London is as valuable as a few tiny lines of computer code that can open any door. And Jim's written a silly little poem of sorts and draws far too much attention to both "the rod of power in his right hand's grasp" and "the Orb" between his legs (and then we were at the Tower of London two days later and found out that that's not just a euphemism, it's literally called the Orb? Unhinged behaviour. And I don't even know who to blame for it now. The "rod of power" bit was all him, though. Could have been normal and called it a scepter!) and you have to figure out a code and (spoilers!) the code is 7437. Which is fine and perfectly normal and I'm sure the vast majority of people who complete that room think nothing of it, but unfortunately, we were not a group of "the vast majority" and so our experience was not what you might call "fine and normal", because Mia input the code and there was a little beep of success of and then she, without missing a beat, went on to say, "Oh, that's so funny! That's the numbers for S-H-E-R," at which point Rebs and I immediately sank to the floor to stare into the abyss while waiting for the next door to open.
So, just to recap: the point of TRF was definitely that there was no code, there was never any code, it was just about knowing people's pressure points and getting them to do what you wanted, but now that we're inside Moriarty's mind it's definitely all about codes and there's a silly poem to draw attention to various things including, but not limited to, the Orb between his legs, and the code that you need from him so that you can go deeper into his mind is S-H-E-R. Yeah. Sure. Why not. This is Fine! What really haunts me is knowing how many people will do that escape room and will never know that that's what those numbers mean. Because why on earth would you?
(Just to prove how normal I am about this, I won't even say anything about a potential parallel between Moriarty's "Orb" situation and the globe on Mycroft's desk under Whitehall. See? I'm not even mentioning it, why would you bring up something like that? No M-theory here, no sir! Not a single trace of it!)
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Congratulations, you've made it to the rooftop, where Sherlock jumped off a roof and James Moriarty met his end, and I swear Jim has a line somewhere in there complaining about how hard it is to plan this sort of thing. (Whatever that means!)
We've got screens playing clips from all thirteen episodes of the show—okay, that might be an exaggeration; I didn't actually check to see if there were clips from every single episode. But there were definitely clips from series four, which is very funny considering how the universe that these rooms seem to be set makes exactly zero mention of John's wife at any point in time. (Hey, hello, hi, it's me who's writing this. Obviously I noticed when there were shots from TFP on those screens.)—and there are computer-code-esque symbols on the walls and Jim is lying dead on the floor and Sherlock is standing on the edge of the rooftop.
Here are some fun facts for you: the gun is still in Jim's pocket. (He's definitely dead, though! You know how you shoot yourself in the head and then return your gun to its rightful place before you politely lay down and die?) And Sherlock's mannequin is wearing the purple shirt of sex a purple shirt, which is a detail that might not be noticed unless you're thoroughly ransacking his every pocket (twice) to check for a missing key, and I was going to say something about how of course he is, because what else would you expect him to be wearing when we're three levels deep in Moriarty's mind and the code to get this far was S-H-E-R, but then I went back and checked and Sherlock is, in fact, wearing a purple shirt at the end of TRF. (Which somehow still doesn't actually negate any of the above, imo.)
Anyway, the first puzzle in this room involves finding a bunch of physical puzzle pieces to solve a puzzle, and figuring out how to unlock doors to obtain all of the pieces, and some of the padlocks use code words that they give you by putting phrases from their "sophisticated and cerebral" merch on the screen and highlighting letters, and some use numbers that you get by solving other riddles, but one of them is a padlock with a physical key and (spoiler!) it turns out that you don't even need to get the key for that one, because there's another way to get the puzzle piece out without unlocking the door at all! (Was his grand daylight robbery scheme a matter of keys and codes, or was it just about knowing people's pressure points and blackmailing them? You decide!)
And then it's time to manage the final task of uploading Sherlock's brain to the AI, which is accomplished by running around hitting buttons while music plays over the speakers to instil a sense of great urgency. You definitely would not want to do this with fewer than three members in your party. This is where they use Jim's line of "Surprise! You didn't think I'd just disappear, did you?" as seen in one of the teaser trailers, and they also plaster every screen with the classic "Did you miss me?" footage that mysteriously appeared on every screen in the country at the end of HLV.
But when you do manage to complete the task, Mycroft's voice comes back to congratulate you, and to sort of threaten you (though that's par for the course when it's Mycroft Holmes we're talking about, I'll admit), and to leave open the possibility of your returning for another job someday. I, for one, cannot wait to see what they're going to do for round three. (Personally, I think it would be very funny if they put one of the rooms on the Demeter for the next one. No rebranding necessary, no discussion of Dracula at any point whatsoever, but for some reason you find yourself on a boat, in cabin number 9, playing chess with the Devil himself Moriarty! What a shocking and unforeseen turn of events that would be!)
(The only real downside of them doing a third room would be that I would then have to make time to do three of these in one day. And that might be a bit excessive. I mean, three eye exams in one day? Someone's definitely going to say something.)
We had a very lovely time at the Mind Palace bar after that, to debrief a bit, and there was a logic puzzle that I still need to sit down and crack at some point when I have a moment. I was personally very pleased to find drinks called "The Diogenes Club" and "The Lying Detective" (both of which I was contractually obligated to order, naturally), and did you know you can rent out the bar for private events? I'm sure I would be very normal about such a situation. (Good job I'm not local to the area, truly!)
This has already gone longer than I think I intended, and I'm sure I could keep going, given the opportunity, but I'll close things out here, and say again that I do absolutely recommend doing the escape room(s) if you have the opportunity; I could not have been more pleased with the experience. My sole complaint is that they don't let you wander back through the rooms after solving the puzzles to have a moment to appreciate all the small details when you're not working against the clock. And also they should send me the scripts, as a treat. Along with any remaining unused video or audio footage. (Moftiss, my DMs are open, feel free to drop the links at your earliest convenience!)
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