Lockdown

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

Lockdown

  • Played July 2019
  • Pontiac MI

  • 60 minutes
  • 8-12 players (Min. 3)
  • 28

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Hidden within an old church, Erebus Escape’s headquarters are simply stunning. Since we didn’t know what we were looking for and couldn’t see the giant sign on the roof from the direction we were coming in, the location did take us a little while to find.

Once we got there, the grandness of the location was hard to deny. Since it took up the entire building, there was plenty of space for the lobby — which doubled as an introduction to the amazing set design we were about to experience. There were also lockers and a spacious room that could be used to host larger groups. Some refreshment options and games could have been added to help pass time and get prepped for a team’s upcoming adventure. As we were guided through the halls to our starting location, we were already wowed by the use of some haunted house trickery (Erebus’s other business) and ended up in a never-ending hallway of prison cells. There was a set of doors on either side of the hallway, as this game can be played competitively.

We split up and got the countdown to enter our room. This type of entrance may be better suited to a race since it didn’t give us any context for why we were being locked up, but it did create a sense of urgency.

Working together through the walls, we managed our way through the first set up puzzles to begin our escape and reunite the team. Be sure to focus on joining your team members again as quickly as possible so those left in their cells don’t feel isolated from the game play.

Through the puzzles, you will also get to know more about those that resided in the room before you, which gives more depth to the story and is important for some later puzzles. As we made our way through the room, Erebus’ knowledge of set design became obvious by the quality of the props. Some prop elements were so seamlessly incorporated into their surroundings that when we returned to a section we’d already explored, we discovered more than we had noticed before.

The interactions we had with props also created some of the more memorable experiences. Even the puzzles added an element of realness to the situation. The clever use of props and thematic devices to incorporate the story into our escape pushed us to find our way out.

There was a helpful hint system and the game master always ready to provide assistance as needed.

The types of puzzles varied significantly and allowed everyone’s strength to shine through. The final moment of this room is one everybody should experience, however, its relevance to the overarching story of the escape was unclear. Despite this, it was a unique and powerful event which really capped off the whole adventure.

There were enough puzzles to keep four enthusiasts engaged and keep us from bottlenecking throughout the course of the room. It was a bit tight but having extra heads to work on puzzles would have been helpful. As mentioned, this room can be played competitively, which adds an extra challenge compared to your average escape room. Even if you have some friends who want to hang out and marvel at the set, they would be fully entertained.

Final Verdict:

8.1/10

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