Spooky Room 479

8 Overall
Room Quality
Puzzle Design
Fun Factor
Users (0 votes) 0

Spooky Room 479

  • Played March 2017
  • New York

  • 60 minutes
  • 2-8 players
  • $28

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Launched in August 2016 and located by the Ditmars stop in Astoria, Queens, you’ll find Locked Escapes. Locked is steps away from the last stop on the N or W subway train and typically takes about 30 minutes from midtown Manhattan. There are lots of great restaurants and meeting spots to choose for post-room socializing with your escape team. The staff are friendly and show passion for what they do. The pre-room lobby is comfortable with a nice decor, enough seating for a large group, and some puzzles and candy to keep hands busy while waiting.

Spooky Room 479 is set in the college dorm room of a student named Sarah who has mysteriously vanished. The dorm has been haunted ever since and it’s up to you to help Sarah find some closure in order to return Room 479 to its pre-haunted state. A well-produced video is used to establish the plot, mood, and immersion. After the intro, the clock is set and your 60 minutes begins!

During our escape, we experienced a variety of puzzles using sight, touch, and sound that ranged from medium to fairly difficult and which all fit the theme of the room. As an experienced group, we were happy to come across new variations on some common escape room themes and devices as well as some new and unexpected puzzles using our senses in a unique way. There were some delightful moments in the narrative with good use of technology. The materials in the room were all in good shape, and it is obvious that Locked pays attention to quality control. There was one puzzle that was deployed a little too early but without giving too much away on how the puzzle works, it is very possible that we inadvertently solved that puzzle without intention before needing it. Aside from that one glitch the puzzles ran smoothly. We noted that there were some locks requiring the same amount of numbers to unlock; with the variety of lock choices out there this could be an easy fix to help eliminate the need to try each code on multiple locks and to add a bit more variety to the game. Our game master was attentive, experienced, and kept the pace of the game on track and didn’t pull focus from the immersion. The team appreciated the lack of red herrings. It was always fairly obvious what the pace and flow of the room was meant to be with very few non-puzzle related frustrations.

Our team finished the room with plenty of time and felt the experience could have benefited from more length or difficulty. This was a solid room for us with a very good mix of puzzles; we were simply left with wanting more. An experienced team could make quick work of this room but for beginners and novices this is a solid choice. We had a lot of fun and very much appreciated the well incorporated mix of puzzles and technological narrative surprises.

Final Verdict:


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