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Welcome aboard the U.S.S. Discovery. As civilian engineers, you’ve been given a singular opportunity to inspect a piece of living history. More than 900 years ago, this Crossfield-class starship represented state of the art 23rd century Starfleet technology. Your mission is to travel aboard Discovery while it makes a routine patrol, evaluating each of its systems in preparation for the host of upgrades the ship requires to bring it up to modern 32nd century standards. Discovery has collided with a quantum filament, causing major hull damage. Multiple hull breaches have been detected, and many power systems are malfunctioning or are offline.The filaments’ quantum resonance has caused a polarity shift in the antimatter containment system, leading to a progressive degeneration in the containment field. If field strength falls below 15%, it will collapse, destroying the vessel and everyone aboard. We’re currently operating under isolation protocols, which means the main computer has closed emergency bulkheads across the ship and the turbolift control system has been disabled, leaving the bulk of the crew trapped and unable to begin repairs.Your turbolift was stopped near the Auxiliary Control section. If you can override its systems and free yourselves, that makes you our best option for helping Discovery and its crew avoid this disaster. Your first order of business is escaping your turbolift and finding a way to communicate with senior members of the crew. If you can re-establish communications, you may be able to work together to repair the antimatter containment field before the strength falls below 15% which is projected to be in precisely 60 minutes time. If you’re successful, you’ll have saved Discovery and the entire crew. By modern standards, this 23rd century starship belongs in a museum, but its technology is all you have to help you take command of this situation. Can you complete your mission and save the ship? Discovery’s crew is counting on you. Failure is not an option...
45 escape rooms
There were one or two spots where the clue was like... not something that would point any sensible human to the solution and it really didn't have to be star trek... like there's literally an episode that is exactly this concept and they still managed to mess it up.
35 escape rooms
Overall a fun room that I think is appropriate for escape room beginners. I've only done ~30 rooms myself with my group, and we didn't find anything particularly challenging. But it was still a fun room that I feel like I can recommend to newbies or more experienced folks looking for a solid experience. The Star Trek IP felt a little underutilized to me, but otherwise it was a good experience.
I thought the puzzles were a neat mix of physical prop and touch screen inputs. The flow seemed fair and I appreciated the provided boogie board for notes! We did have to be nudged by the GM twice, once on where to input a code, and once to
The set was neat and I thought it fulfilled the fantasy well. To be honest, this room felt like it could've been any spaceship-themed room as the Star Trek IP was only sparsely clued throughout. I don't recall there being any type of ambiance soundtrack however, which I think detracts from the immersion of the space. It was silent except for my team's talking and anytime the puzzles activated/unlocked which was functional, but not as "fun". We also came to learn that the overhead lights were broken so we played the game in much darker atmosphere than intended for the later part of the room (confirmed by the GM). They did provide us a multi-function flashlight and between that and the light from the larger screen in the room we were able to complete everything. I'll also caveat that my group attended within their first month of opening so I expect most of the technical difficulties will be smoothed out.
No
Easy
High tech
Combo of physical prop triggers and touch screens.
4
Not scary
11
I thought it was a family-friendly game. One of the puzzles benefitted if you had someone who was taller so the group should include at least one adult (or see if the GM can provide something for groups of all-kids).
Yes
Our GM told us that the overhead lights were supposed to illuminate the room after we did a specific puzzle, but that was not working when we played and we relied on the provided flashlight and large screen. Otherwise we did not experience any problems with the room or puzzles that we noticed.
No
Not at all
The starts off in a smaller space, and with four standing adults it felt a bit cramped. If any players had a wheelchair, other mobility device, or difficulty reaching heights near 6ft or crouching low to the ground, I think you will want to call ahead to speak about possible accommodations due to space and one puzzle in particular.
Yes
Easy
Plenty of free mall parking near the theater and Dave & Busters.
101 escape rooms
This game relies heavily on touch screens, so when they aren’t working it’s a major bummer. We didn’t realize for a long time that one was broken, so when we finally asked for a hint, thankfully the GM was able to take us out of the room and reset it pretty quickly. And they restarted our time, which was kind. Other than that “hint,” our 2-person team made it out with no additional clues, however there were some frustrating solutions along the way.
Not scary
Not at all
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