Cabin 666

5.4 Overall
Pre-Room
Room Quality
Immersion
Puzzle Design
Fun Factor
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Trap House Room Escape is located in a plaza in close proximity to Pearson Airport. Being a relatively new company, Trap House’s sign and logo can be lost in the lofty neon signs that surround it. To save you five minutes of looking, they are right above Advance Car and Truck Rental. Once you go up the flight of stairs, you’ll be greeted by the brightly lit lobby and friendly staff. The place really caters to those who enjoy gamer/pop culture; the photo op signs are riddled with funny pop culture references, Mario and Dragonball Z posters hang from the walls, and both a Wii and a Nintendo 64 await.

Upon first entering Cabin 666 you’ll notice that it is a sparsely decorated room. The size is decent for the recommended number of players, the room is clean, and all the furniture can be interacted with (a huge plus!) Although the furniture was solid, all the furnishings and wall decor could’ve been aged to fit in more thematically with the story, and as a result the room had more of a house/cottage feel than a cabin-in-the-woods feel. If the room hadn’t been named Cabin 666, we wouldn’t have been sure where we were, aside from in a room with some furniture.

The pre-story of Cabin 666 was fairly standard and left us wanting more creativity. The story develops further in the room itself, and you will feel somewhat more immersed by the end of the room. A soundtrack to the room would be a great improvement, but working in silence may be preferred by some players. As for the room itself, it’s not as scary as the name implies; the story is mysterious and creepy, but the feel of the room and the furnishings/props is not. This may draw away from immersion for some players, but may make the experience enjoyable for players who don’t want to be scared.

The puzzles in Cabin 666 were good for beginners; they logically led to the next puzzle and were straightforward. A lot of searching was involved, and in such a scarcely furnished room, it was great to see that many of the clues were cleverly hidden. There was a lovely variety of both mental puzzles and mechanisms, with a few I’d never seen before. One red herring stood out for us, though we later discovered that it was indeed a necessary piece of a puzzle. A few puzzles seemed hastily paced, but the puzzle design of Cabin 666 still holds up fairly well.

Overall Cabin 666 would be an enjoyable experience for a first-time audience. Its straightforward structure and scary-but-not-that-much vibe would be great for a younger group. There wasn’t much bottlenecking and many of the puzzles could have been done cooperatively, which elevates the feeling of teamwork. Cabin 666 is definitely a room that could use some polishing, but that doesn’t take away from the experience.

Final Verdict:

5.4/10

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