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You have been unpacking for a week now as you continue to explore every nook and cranny in your new six-room house. You now understand why the locals were so weary of this house and always avoided it. There are however still some areas you have yet to fully search. One day as you were putting your groceries in the pantry for the first time, you notice a small crease in the wall. You put your hand up to the wall and realize it is actually an indentation. You grab your box cutter that you were just using and poke it right through the gaudy wallpaper that you wanted to replace anyway. You pull the blade across the wall. You hit a hard beam. You turn the blade downward and slice vertically to the floor. As you make the final cut through the wallpaper, the wall opens up and a doorway appears. Before you lies a small six-foot hallway with a door at the end of it. You walk six feet down the hallway to the door and grab the handle. It’s locked. You are glad because you’ve seen enough horror movies to know that you really didn’t want to know what was behind that door. With a sigh of relief, you turn around and walk back towards the kitchen. You take three steps forward, when an icy-cold wind blows right through you, taking the breath out of you. You stop in your tracks. You hear a loud creaking sound behind you. You turn around. The door is open. Again, you’ve seen enough horror movies to know that you shouldn’t so anywhere near that door. But, just as you – the Hardings – were called to this house, you are being called to this doorway. You physically can’t help it. You feel yourself being pulled to the doorway. You find yourself peering down into a dimly-lit basement. Again, you have seen enough horror movies to know that you don’t want to go down those stairs. But, yet again, you are physically pulled by some force down the stairs. The next thing you know you are standing on the cold concrete floor, staring up at the bright light emanating from the only way into and out of the basement. You feel the icy-cold wind again. The door slams shut and locks. The lights go out. You now find yourself trapped in the Seventh Room.
All (626)
Overwhelmingly positive
Gameplay
Very positive
Atmosphere
Overwhelmingly positive
Customer service
Overwhelmingly positive
21 escape rooms
literally the scariest one i’ve ever done like i almost cried
scary
loved mandy!!!
Yes
27 escape rooms
Overall this was a great escape room. This is definitely in the spooky/scary category. Puzzles were great. Nothing was broken. Puzzles were a little difficult and some required some math and a good bit of reading.
Yes
Hard
High tech
4
Scary
15
Yes
Just one clue was not put back but did not cause us much of a delay as we were able to brute force the answer as we had the rest of the clues that were apart of it.
Yes
Yes and No. Nobody in the room with you but definitely around to scare you.
Somewhat
Need at least one person with mobility unless you specify before the game they may be able to accommodate.
Yes
Easy
81 escape rooms
This was a cool room. It was a little hard for my group because there were only 2 of us, but I think we would’ve won if we had one more person. Spooky atmosphere but it’s mostly going to be scary for one person who has to be brave.
Spooky
There’s one section where one person needs to be brave.
45 escape rooms
Probably my favorite escape room I’ve done. I loved everything about this!! Difficult and scary and so satisfying
88 escape rooms
I loved this room and thought it was the overall best at the location. It was definitely terrifying so be prepared (especially for the one in your group who participates in the isolation part.) It was disappointing that one of the main isolation parts was no longer in use because of it previously breaking. This would have really amplified the experience. The props used for this part are still in the game and it felt odd to just simply be a red herring. It was also referenced in pre-written clues so as we were expecting its use, it was a let down when we never encountered it. However, the atmosphere was so incredible and impressive. I was shocked by the use of space, technology, and theming. The special effects used throughout the rooms were top tier. However, I can tell that a lot of the tech components were worn and some of it was not working properly. This was more of a fun scary experience rather than an escape room so I think that it would benefit from simpler puzzles. Our group was so scared that most of the puzzles were confusing to us. The flow of the room felt awkward. The puzzles definitely required some clever thinking so I wish we could have solved more of them on our own without nudges but we were distracted by our paranoia of being scared. There were also so many props, papers, and clues that our space became very unorganized (like most Dare2Escape games.) This just made it difficult to find things for a puzzle near the end that we were given at the beginning. I still absolutely loved this room and had such a fun time completing all of the D2E Rooms. ALSO, Conway and Dom were both fantastic game masters. You definitely NEED to try this room if you’re looking for a scary experience.
Yes
So many cool features that are unique to this room
LOVED all the Tilman lore
Medium
High tech
4
3-5 is probably ideal
Scary
Not for the faint of heart ❤️ 😍🤪 If you do not choose to do the isolation part, it will be more physchologically scary, not jumpy.
14
Yes
One of the ghostly interactions in the first room didn’t work which made solving a puzzle confusing.
Yes
🤭🤭🤭not actually but we did in ours ❤️
Very
Yes
Easy
497 escape rooms
People whose opinions on escape rooms generally align with my own have given “The Seventh Room” very high marks. All I can say is that it did not land that way for me. I was consistently unimpressed by this room and largely uninterested in the story it was telling. I have really enjoyed other rooms at this venue (my favorite was the video store) so I am just going to chalk this one up to “your mileage may vary.” I will commend the staff in general and our GM in particular for their boundless enthusiasm. This is clearly a labor of love, but alas, I did not return its affection.
There are a lot of puzzles. A few of them make sense and are well clued. Many of them are not well clued. The lighting conditions are poor in several places where you need to read very small or faint things, which is especially frustrating when they go out of their way to make you put your phones in a lockbox at the opening. I don’t mind reading in an escape room, but you’ve gotta give me some light. To trigger the finale interaction you have to interact with the spirits… which involves a dad joke. I am a connoisseur of dad jokes, but every other element of the entire experience is trying to be scary, so that’s exactly the wrong moment for cornball humor. I have no clue why anyone thought that was a good idea.
The set is good. When it was new, it was probably very good. As it stands, there is a lot of wear and tear. A couple of key props didn’t work right for us and we had to have the GM tell us what was supposed to happen, which is disappointing.
Our GM was wonderful. She clearly loves her job and she is fully conversant on the extensive backstory that links all of this company’s rooms together. Her enthusiasm was delightful. I wish I had loved the room as much as she does.
No
As a nearly two-hour room this is arguably different, but I don’t felt like the extra time was especially well spent. I would cut out the entire middle section and use the space freed up to make the first space substantially larger. The puzzle density vs. how much square footage is allocated to each section is just off.
I think this is the conclusion of the Dare 2 Escape metastory (it felt like we did something that definitively ended the struggle between the two factions) but there is a lot to follow. I feel like there should be a bit more of an in-room reason to be there other than the overarching plot, because if you just take this room by itself, the story isn’t that clear. But it was fine, I got the gist and I am not interested in becoming an expert on the elaborate mythology of the Tremaynes versus the McCoys… er, whoever we were.
Hard
I would say medium if you are on the right brain wavelength with the person who designed these puzzles, but our group was not on that wavelength, so they were harder for us. That said, they give you 105 minutes to finish the room, and I feel like that’s pretty fair. We finished in 70ish so I do think the level of difficulty paired with the time allowance is reasonable.
Mechanical
Mostly mechanical with a couple of “ghostly” moments that are more high tech.
3
There is a lot to do. At one point a single member of the team will be isolated in a small space, so you couldn’t do this room solo. Given the first area in particular is very small and has a majority of the puzzles in the whole game, I would say 2, but given the number of puzzles (many of which are solvable in parallel) I will say 3. We had 4 and while it was not unworkable, it was uncomfortable.
Spooky
Ghosts, dead bodies, coffins, a crypt. A couple of attempts at jump scares which frankly were neither surprising nor scary other than in a “county fair haunted house” sort of way. Someone will have to reach into something icky. Someone must deal with syringes full of fluids and sift through ashes.
13
Overall the theme and content hew towards what I would call PG-13, but definitely not R.
Yes
A key prop didn’t work, which was a bummer (we triggered the interaction three times and finally the GM just gave us the information). Several of the other props and locks are in rough shape.
No
I wouldn’t call it “live actors” but there are a couple of moments where you will see or hear things that a human does. These moments did add to the experience.
Very
There is a climb up a 45-degree ramp/ladder, but it has decent handholds. There is a climb up and down a “staircase” made of rocks which I personally felt were too narrow to be safe, but there are handrails and only one person has to do it. No ankles were broken despite my misgivings. There is another point when someone has to lie on a rolling board and slide into a tight space (like you would do to get under a car). Several of the puzzles require interacting with locks and props at ground level. Someone has to go down a slide in pitch darkness and will be in an enclosed space for a few minutes.
Definitely not accessible (see notes above about climbing and crouching), but also the space is too small and uneven for a wheelchair.
Yes
Easy
106 escape rooms
We've played "scary" rooms before but this one was actually scary. And in some ways you might not expect. No spoilers though. This is a longer room and you will need most of that time because there are a lot of things to do and it can take awhile in the very dim available lighting. You are required to lock your cell phone and any smart watches in a mailbox at the entry to the room. There are no flashlights and you will need to work by ambient light only. Puzzles are multilevel and require a few solves to complete. Overall, a fun and sometimes terrifying good time. Not for the faint of heart or kids.
Game play flowed well and puzzles were tiered solves
Set design and special effects were great. The rooms are very dimly lit. Almost too dim to be functional in some areas. Everything is creepy and immersive including sound effects.
Staff were great and very helpful.
Yes
There were a could of things in this room I had never experienced before and at least one that I can't believe no other review has mentioned.
Appropriately scary and creepy.
Medium
I would say medium bordering on hard. As previously mentioned, there is not enough light in a couple of areas and it is almost impossible to read to things. There are also a couple of challenges that are very difficult and may be impossible for some.
High tech
There are a fair amount of locks but definitely more high tech overall.
2
We played successfully with two. Might be slightly easier with four but not necessary.
💩👖
They will ask you for a safe word before starting so make your own assumptions from there.
16
Not for small children!
No
Nothing was broken. There were a couple of set pieces with some damage but our GM helped us through it.
No
Very
There is some climbing and crawling involved.
Probably not the best for anyone with impairment issues.
Yes
Easy
72 escape rooms
𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿
136 escape rooms
I'm not a fan of horror, and didn't love the room (nor did I think it was unplayably bad). That said, the set was great and the puzzles reasonable. I was feeling kind of fried by the end, probably because of the game length. As usual with horror rooms, the lights were dimmer than I would have preferred. I would also have appreciated more horizontal surfaces to put clues down on as we worked on them - as it was, we used the floor a lot.
The attentive GM was one of the best parts of the game
Hard
3
Spooky
Yes
A lot of stuff was broken, but the GM handled it as well as humanly possible
No
Not at all
There are a few sections where one player will have to enter a small space and maybe crawl