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
Aug 5, 2024 | Experienced Aug 5, 2024