Curse on the Emerald Seas

7.9 Overall
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Curse on the Emerald Seas

  • Played July 2019
  • Denver, CO

  • 60 minutes
  • up to 6 players
  • $29
  • not recommended for children due to the complexity and difficulty of the room

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A trip to Denver Escape Room is a highly branded experience. Their location in Northglenn offers ample parking and plenty of signage to help you find the entrance. Upon entering, guests are greeted by staff at the front desk and instructed to complete their digital waiver at a self-serve wall of tablets. The waiting room is spacious and has plenty of games and puzzles to play with, merchandise to shop, and TVs advertising all the rooms available for scheduling at Denver Escape Room. Bathrooms and a drinking fountain are just a step away from the lobby, and the fountain even has a vertical spout for a quick water bottle fill.

Curse on the Emerald Seas is a follow-up to Denver Escape Room’s previous pirate-themed room, Crimson Storm. Everything in the room was of high quality and very sturdily built, including props and puzzles, as well as structural elements like floor boards, tables and poles. We especially loved the use of heavy chains and shackle locks, which felt highly relevant and on-theme for the room. One puzzle used playing cards that were over-sized with old fashioned artwork that were not only beautiful and well-themed, but also coated with a nice matte finish and seemingly manufactured to stand the test of time… or at least several hundred games. Many other props and puzzles were constructed out of high quality wood with intricate designs burned or carved into them.

Pirate themes are common in the escape room industry, and are frequently used in “easy” games designed for beginners. Curse on the Emerald Seas is the exception to that rule. Our team of pros agreed that the room would be tough, if not completely frustrating, for beginners. The puzzles certainly fit the theme of the game, though some seemed to add an unnecessary layer of complexity. We would have enjoyed more scavenging, and it seems a pirate ship provides ample opportunity for that. Other puzzles were thematically relevant, but failed to advance or relate to the story line; they were puzzles in a game, not clues to help us dispel the curse. The best puzzles in the room, though, were novel and complex with multiple layers of problem solving within the same puzzle.

The set build was impressive. We felt that, as far as pirate ship escape rooms go, this was a well-designed room that really did feel like a ship. One member in our group even got a touch of sea sickness due to some authentic effects! Another member in our group couldn’t stop raving about a well-placed jump scare. While the space was fun to explore and visually appealing, the story and its progression (or lack thereof) left us craving more context for the work we were doing. Still, we had a great time playing this game, and were even delighted to discover we were the first to play the room without clues and thus set its first record!

Final Verdict:

7.9/10

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