Joker’s Asylum, Omescape London

In a nutshell:  Ambitious but flawed origin story for Joker

Played: September 2019

How we did: 4 person team, 54:31

3.2 / 5

Host – 3

Puzzleology – 3

Fun Factor – 3

Immersion – 4

Room Quality – 3

Stash – Team photo using our phone + whiteboard leaderboard

Joker’s Asylum is the hardest room at Omescape. The dark theme and the fact that a minimum of 4 players is required intrigued me. 

There’s a pretty hefty twist early doors, around which, in fitting with the circus theme, I’ll delicately tiptoe along the tightrope. 

After a disappointing debut in the Biohazard room, this was a lot more fun. While some of the puzzles and objects are worn and tired, we were laughing and smiling, and really having to work together as a team. 

Walkie-talkies are essential here, and as the game went on we found ourselves getting frustrated at our reliance on them.

The puzzles are ‘out there’ and it is commendable how they all aim to push forward the story and combine into the room’s last challenge. 

Previously, we’d had issues with host comms and support. This time, I’m sorry to say, a major boo boo in the form of the wrong locks being put on two objects. It resulted in us receiving a padlock code over the radio. And 15 minutes given back to us for the time we lost. 

While it is a step up from Biohazard, this room is a real challenge. Solid teamwork and communication is crucial here. If you (or your friends) get frustrated easily this might not be the game for you. 

Taking a step back, it’s hard for me to recommend a visit to Omescape. This is because both times I’ve visited we’ve had loooong waits to enter the room and either long delays on requests for clues or, as here, schoolboy errors with setting up the room. 

I’d love to see a rethink on the staffing support and a refresh on some of the puzzles, which are looking a little tired. 

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