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A master wizard has spent the last several months cloistered in his hidden lair before finally vanishing completely. The old mage’s apprentice, suspicious and unwilling to trust anyone in the magical community, has contacted you in hopes you can help. Enter the dark chambers and work quickly to unravel the wizard’s secrets of alchemy. Will you be able to bring him back before it’s too late?
51 escape rooms
It was alright. This was one of the first rooms in a while that we did not escape from. We also took two newbies so idk if that had anything to do with it. I remember some of the puzzles being somewhat convoluted
No
Hard
Not scary
No
No
Not at all
Medium
17 escape rooms
The facility is a little hard to find, in a one-way street accessible through a neighborhood and hidden in the back of a house-turned-business-park. They let you in 5 minutes before your start time, and if you haven't done waivers you will need to fill them out quickly while rules are being given (which I disliked, as I hadn't been sent a waiver by my group organizer and could not focus on both the rules and the waiver, and I missed some of the room details). The room itself was fun. The GM had a character and engaged with us in an immersive manner. There were a fair number of padlocks, unfortunately, but also some more unique puzzles, including several cool alchemy puzzles and a twist on a common code puzzle I quite enjoyed.The room was linear, but also fairly challenging, as we had a group of 8 and only about 3 minutes left when we succeeded. I liked the in-character hint system as well. The GM took a photo with one of our devices, and told us our official time, but those details were not sent to us afterwards.
Flow was pretty good, but the first puzzle can be unintuitive to figure out if you missed some of the intro while doing waivers.
Most of the room was immersive, but there is only so much you can do to disguise that this was once a living room.
The GM was fun, engaging, and did some good character work.
Yes
Some puzzles I had not encountered, and a twist on a more classical code puzzle that I really liked.
The plot was simple, but the majority of puzzles matched.
Hard
Without hints we wouldn't have made it.
Mechanical
There are a couple of Gen-2 puzzles, and some chemistry puzzles as well.
8
Barely made it with 8 (though several were first-timers)
Not scary
14
Chemistry puzzles best done by adults, and a couple of things require some reaching that a small child could not do.
No
No
The intro and success are done in-character, but there are no actors in-room during play.
Not at all
There is one section that requires stepping over a 1-foot-tall divider. A couple of puzzles require crouching. Good eyesight is fairly important here. Reading comprehension is mildly necessary. A steady hand is strongly recommended. Groups must be able to hear to get clues, and able to speak to solve at least one puzzle.
No
Use your GPS, trust me.
Medium
There were enough spots for our vehicles, but if another game or the other businesses there needed the spots it might have been problematic.
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