Mark as done to rate
Chapter 3 continues where Chapter 2 left off. You survived the vandal attack on The Bunker and collected survival gear from The Hive. Now you must travel through an underground tunnel to make it to the UHC. You stumble upon a locked gate and suddenly find yourself trapped by The Gatekeeper, a creature like human, who has been handsomely paid by Lightcrawler to trap victims, and unless you can fix his broken generator, he will alert the vandals. Will you and your team get the generator working before time runs out and can The Gatekeeper be trusted?
All ratings (13)
Mixed
Gameplay
Negative
Atmosphere
Mostly negative
Customer service
Mostly negative
88 escape rooms
We did all three rooms back to back as per their suggestion but I have mixed feelings overall and probably wouldn't have paid the amount we did for the full run through. Chapter 3 was my favorite one, but that's only because I didn't mind that the live actor was there to mess with us. To me his sassiness and jabs redeemed the overall experience. They only wasted our time a little as part of his shtick. And if we were too off-pace he would help out... somehow. But don't expect a straight/correct answer if you ask him. We made our own fun here! The story behind this chapter was the most fun as a prison guard who's bored decides to have a little fun. When we finished the victory it was a quiet one, we didn't feel like winners, it just felt like we finished a job and clocked out. If you still want to play these rooms, would suggest just three people for this, if I had to replay these rooms I'd probably just go straight from chapter 1 to 3, but at a lower price point.
84 escape rooms
If you're in search of an escape room that provides a well-crafted post-apocalyptic adventure, "The Bunker Experience" may fall short of your expectations. My group of 8 did all three rooms back to back and so this review is for the second chapter, Chapter 3: The Gatekeeper. 1. It is good to note here the the actor is very explicit about the fact that he is not your friend and that he will throw you off, with a little sass sprinkled to the side. Our team fell for one of his red herrings, but it was a good time and we had a laugh about it. 2. The puzzles here flowed a little bit better and they were more memorable than the first two chapters in my opinion. It was heavy on the combination locks though, so make sure that you communicate well and double check to see if you have the right information before moving forward. 3. Since this room is the last room, I was expecting more of a pzazz towards the end but it just felt like a quiet hurrah that we finished. I still don't remember what our end goal was so I think that storyline could have been a little bit better!
10 escape rooms
Unlike the previous chapters teams need to be aware that the “helper” in the final chapter is not entirely your “friend” and is there to throw you off. For example, at least three times we asked for help then explained outloud our interpretation of what they said, turns out our interpretation was wrong, but did not find out until several minutes later instead of on the soit. Also, *IMPORTANT* they gave us wrong information ON PURPOSE. And when we tried to correct them they said “ I was just being sarcastic” , obviously when they didnt apologize this confirms they were staying in character to give us incorrect information. this is a cumulative of all 3 “rooms”. They are ver small and contain only one additional room at most which is sort of at odds with escape rooms. Also, they seems to be overly dependent on solving combination locks, the decor is great and fitting tho!
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