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Youβre trapped in a nightmare! Reality becomes distant as you slip further into the unknown. Your only chance to wake up is by grounding yourself in memories and shining your light into the darkness! Will you escape before you descend into madness?
10 escape rooms
Our group specifically did NOT want a scary room, and after reading all the room descriptions online that were available at our desired date/time, we settled on this one. We were surprised when we arrived to find out we had booked the scariest room at the location. I was anxious the whole time and some of the puzzles were very nitpicky to get to work which made for not the most enjoyable gameplay.
Mechanical
4
Spooky
12
Yes
No
There could be (jump scares) but we asked for the non-jump scare version so there were none.
Easy
42 escape rooms
Just to preface, Not the biggest fan of spooky escape rooms. We asked them for no jump scares so it wasn't too bad. Maybe too many number lock puzzles, and a clue in one of the rooms was so hard to maneuver it may have wasted us a good 10-15 mins even with clues. some areas were pretty dim made manuvering the older locks much more difficult, couldn't see the numbers.
No
Hard
Mechanical
4
Spooky
Kinda creepy, probably would recommend at least 12 or above.
No
When asked for no jump scares
Not at all
Likely some difficult given uneven flooring, and pretty dim rooms
Yes
Medium
81 escape rooms
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73 escape rooms
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6 escape rooms
I regret not discovering Morty before shelling out $42 per person for this room; it feels like a total rip-off. TL;DR: Red Door's Confinement offers the option of jump scares, though it's not advertised as scary. The environment is spooky but not terrifying. Some puzzles had issues, and doors didn't trigger on the first try, with no compensation offered. Extra hints in the lobby were available, but they were often redundant and not helpful. Despite difficulties, the room's difficulty rating of 9/10 seems exaggerated; a 7/10 would be more accurate. Ghost Patrol by Trivium Games in the Bay Area is recommended instead. Story time! My group and I, not fans of horror-themed rooms, were surprised when asked about jump scares before entering Red Door's "Mystery, Thriller" room, Confinement. The website provided no indication of fear elements, and we were unsure why this was even a consideration. Despite our reservations and the absence of other available rooms, we opted for a scare-free version. The pre-brief made matters worse, with the employee recounting their own anxiety-inducing experience. Entering the first well-lit room with bookcases, we hesitated for the initial five minutes, expecting the worst despite our no-jump-scares request. After seemingly exhausting all possibilities in the first room, we resorted to using hints provided by Red Door in the lobby. These hints, however, were pre-written and often described actions we had already taken or were currently doing. Defeated, we nudged a drawer that we must be the only way forward, and voila! it magically opened. Moving through subsequent rooms, we anticipated scares that never materialized. The last room, dimly lit but not pitch black, posed no real threat. Flashlights were provided but unnecessary. Despite slow progress due to malfunctioning puzzles and unmet expectations of scares, we reached the final puzzle before time expired. Expressing our disappointment to the employee, we emphasized the impact of expecting scares on our pace. The employee acknowledged faulty puzzles but refused an extra five minutes to complete the room, leaving us dissatisfied. Had the spooky element not been emphasized, we believe we could have finished the room without issue. In comparison to other escape rooms, Red Door fell short in compensating for puzzle glitches, offering redundant hints, and neglecting to adapt to our progress. A 9/10 difficulty rating seems exaggerated; a more fitting assessment would be 7/10. For a challenging and enjoyable experience in the Bay Area, I recommend trying Ghost Patrol by Trivium Games instead.
Hard
4
Spooky
Yes
No
Not at all
Yes
Easy
2 escape rooms
Our first Red Door experience and it was a horrible escape room experience. Staff was outwardly nice but didnt feel geniune and was not useful when giving hints. We were a group of 3 and when asking for a hint, we received an unhelpful hint. It seems like Red Door doesn't use "Do Not Touch" markers so when a clue was hidden under an antique-looking prop that was labeled "Out of Order" , we were thrown off completely. There were multiple lazy puzzles - the ones where it is just made difficult by theowing distractions and find me's and not be actual puzzles. To top it off, one of the directional lock didnt work properly. We will not be returning to Red Door.
57 escape rooms
Challenging room. My group didn't really get to experience the whole room because some of the puzzles were solved before we got to them (room wasn't reset properly). But when we discussed the puzzles with the game master, we felt like some of the puzzles required quite a logical jump to solve.
52 escape rooms
Really a challenging room. Well designed and interesting puzzles, but beginners beware
32 escape rooms
Itβs a hard room. Not recommended for beginners. We had 7 people, but still needed a lot of clues. Some of the stuff we were on the right track, but just not hitting the correct answer. Thereβs a word puns and riddles. Itβs pretty straightforward. Our GM wasnβt attentive. He gave out clues that we already knew. We didnβt escape in time, but managed to finish around 60-75% of the room.
125 escape rooms
This was by far one of the hardest rooms we have done in the red door franchise. Not recommended for a party of 2. There are a bunch of puzzles to do and you can do most simultaneously you just need the bodies to do them. One lock was broken and we could have gotten 10 minutes back by the time it was taking us to re-guess what our answer was. In the final room, there is a puzzle where items have to align perfectly and it is impossible for them to do so which was highly frustrating. One puzzle in the second room has zero way of figuring it out without a hint from the GM. This room has a lot of puzzles which is great but they need to work flawlessly as we could have easily saved 15-20 minutes on trying to work with broken puzzles. If your game is not working properly, which other reviews say they arent, the GMs should be more attentive to your game so they can assist as soon as you know they are on the right path so they arent wasting time due to faulty equipment. Final note, this entire location is extremely HOT. I bought a tee shirt from them just to change as i was wearing a sweatshirt and sweating up a storm. We did 4 rooms that night and was dying by the end of the first room. Also, buying the shirt was a nightmare also. Teach your staff how to use the system.
No
Expert
Mechanical
5
Spooky
16
Yes
No
Jump scares from GMs
Somewhat
Not for wheelchair users
Yes
Medium
Its in a mall, you have to go to a parking garage