Spies & Lies

7.2 Overall
Pre-Room
Room Quality
Immersion
Puzzle Design
Fun Factor
Users (0 votes) 0

Spies & Lies

  • Played November 2017
  • Vancouver, BC

  • 45 minutes
  • 3-8 players, ideal 3-4 players
  • $25/person
  • Yes

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Prior to our visit, we were given instructions to press the buzzer and give the code word “Snowman.” We loved the idea of gaining access with a code word. However, when we arrived and pressed the buzzer, ready with our code word, we were asked if we have a booking and then told to come up the stairs. An immersion opportunity lost.

Once you enter, you check yourself in at the counter. The person at the desk wasn’t friendly, which made it a bit awkward. We were told we could wait in the waiting area that was spacious and had old fashioned beauty salon chairs, some dexterity puzzles and a giant Jenga game in the center with Smarty Pantz’s logo.

After we used the restroom facilities, Adam gave us the rules of the game and then Agent P, dressed in a hat and trench coat, cautiously approached us with a bird sound. We were compelled to follow her as she lead us into the hallway of Spies & Lies. She told us our mission: to break into a detective’s office and find the file of the war criminal he may be assisting. We had exactly 45 minutes because the detective takes a 45 minute dinner break. Our time started as soon as Agent P left and our first challenge was to break into the detective’s office.

The escape room is well decorated and feels authentic to the 1940’s, the era Spies & Lies is set. There was a flashlight, but it’s left there in case you may need some more light. None of us had problems seeing the clues and puzzles. The handmade puzzles could benefit from some updating since it was clear which props were clues and which were not. Searching the room wasn’t difficult. The puzzles could have been more dynamic and the details more unique. If this were our first detective room, we might have been more enthusiastic, but since we’ve played other detective rooms before which had more interesting angles to them, this room felt like a repeat of others we’ve played. This room would be suitable for new players who would like a gentle introduction to an escape room.

The flow of the game moved well and the instructions were clear. We were given a walkie-talkie if we needed any hints—also not of the 1940’s, but it was helpful. Agent P continued as our game master and she remained in character via the walkie talkie.

While we were at Smarty Pantz, we were lead into their Doomed Submarine room, which looked very immersive and made us excited about playing it one day.

Final Verdict:

7.2/10

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