Dreamwalkers

This is a review of the Escape Room “Dreamwalkers” offered by Cabinet Mysteriis in Québec City, QC, Canada.
  • ⭐️ 9/10
  • 🌡 Difficult
  • ⏳ 60 Minutes
  • 👥 3 – 7 Person

If you are in Québec City, you should definitely pay a visit to Cabinet Mysteriis! As soon as you enter the waiting area, where you can marvel at countless collectibles and curiosities, you realise where the name comes from.

Cabinet Mysteriis is an outstanding provider with a wide range of extravagant escape games. For example, you can rescue a cow from outer space (2002: A Bovine Odyssey), follow in the footsteps of Mad Max in “Screaming Metal” or find out what the “ultimate work of art” is all about that the restorer Léon Wallace is addicted to (Magnum Opus).

All worthwhile rooms, but my favourite at Cabinet Mysteriis was one of the 2020 Terpeca winners – “The Dreamwalkers” (47th place).

The Dreamwalkers are an order dedicated to protecting both our world and the dream world from the denizens of nightmares who seek to plunge humans into an eternal and agonising sleep.

On behalf of the Dreamwalkers, we enter a boy‘s nightmare in which he is being held captive by three evil creatures 🧌🐉🧛🏽‍♂ and must try to bring him back by waking him up. What initially looks like a normal children’s room develops more and more into a curious fantasy world as the game progresses. Beautiful, very different sets (with really cool transitions) provide plenty of variety and fun. You don’t really know where to look first.

One of the strengths of Dreamwalkers are the interactions with a character. We had a friendly reptile as helper who stood by us on our mission. The dialogues were very entertaining. A big compliment to our game master, who was very funny and spontaneous.

I really liked the story and the gameplay. There are plenty of puzzles and tasks that are challenging, varied and creative. I would definitely categorise the game as difficult. The four of us made almost full use of the 60 minutes playing time. We got a bit hung up on one task because we were worried that we might break something, as we had to use a lot more force than is usually allowed in escape games, but apparently it was designed that way.

Heiner Stepen

Heiner Stepen