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You are at your uncle’s magic shop to find the sorcerer’s secret! Do not forget to escape his magic lair before you also go missing with the secrets!
5 escape rooms
Loved the theme and a lot of the clues were fun and different. The gamemaster kept giving us more clues than we wanted and one of the locks had been changed by the group before us so she had to yell out the correct code. Another lock seemed to be very finicky and we had to move it a certain way to get it to work. Overall just a mediocre room.
No
362 escape rooms
Nice magic themed room encompassing all forms of enchantment! Set was cute, though probably won’t blow most away. I enjoyed the props. This room had a case of too many similar locks at once often. Very nice encouraging staff that records you as you play and gives you a recap at the end! Probably a good choice for families, newer players, and fantasy fans. Experienced players might already know most of the magician’s tricks, but anyone with a little bit of pixie dust in their heart may appreciate the small touch of magic.
No
Medium
Mechanical
Not scary
Yes
A wand broke a little and our timer tv was completely broken and off, so our GM had to give us time updates over the speaker
No
Not at all
Gotta climb stairs just to get in, and there is light step up to get between rooms
No
Easy
274 escape rooms
dont like the handheld devices, didnt work to let us out timely
High tech
131 escape rooms
Here’s my humble opinion of what separates good from great to incredible escape rooms: FLOW. Good ones are thematic and challenging. Great ones are intuitive from A to B to C with blending into the theme. Incredible rooms put you in the EXACT plotline and order the room wants you to go, enhancing the plot, which nudgestt you in the right solution direction without needing a clue. This falls between great and incredible. All the puzzles were thematic and difficult, but a few were too hidden (but not impossible) and all the mechanisms and tech were seamless. It was clear what order you needed to solve the lockboxes and mech if you paid attention to the story and clues. You definitely need 2-3 at a minimum as you jump back and forth between 3 spaces. There were no areas where design impeded the escapist and burned unnecessary time. I’d HIGHLY recommend this room for novice groups of 2-4, as props, plot, design, character, theme, and mech were reasonably isolated. I’d play it again with first timers. Loved it.
3
3
10 escape rooms
loved the theme, the room décor was on point
94 escape rooms
The set is ok and the puzzles aren’t terrible. My groups problem was that the person that reset the room forgot to place a vital clue in the room and we struggled for 20 mins until they gave us the answer. Objects are hidden too well and overall it’s just not very fun.
143 escape rooms
Step into a room of too-well-hidden puzzles and spookily dim black light. Played this back in 2016 and it was ROUGH.
109 escape rooms
This room had a cool theme but it was often unnecessarily difficult. Clues and props were so “well”-hidden that we were constantly asking for clues to proceed.
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