This 1 star is specifically for the zombie room. This was my second time at the get out games because the first time I went I loved it! We did the heist the first time and I would give it 5 stars because it was very very enjoyable. The zombie room experience however, was the complete opposite. There is a zombie in the room and every 5 minutes his chain gets longer. The idea is that as time goes by he can slowly get closer and closer. Well in actuality after about 15 minutes he can reach every corner of the room and it's more annoying than it is a fun obstacle. They tell you that you have to distract the zombie in order to get stuff done. Well it's not really a zombie, it's a dog. A talking dog. You have to toss tennis balls back and forth with him in order to distract him. He pants like a little puppy with his paws in the air. But he doesn't do this with anyone. The young college aged boy who played the zombie dog would only respond to my fiancé who was the closest to him in age. I'm pretty sure he liked her. He rarely responded to anyone else in the room. He spent an unusually long time holding on to her leg as well. Before you enter the room you are told not to throw anything at the zombie (it's so hard not to since the room is filled with tons of tennis balls). My fiancé was nicely tossing the balls back and forth to him when out of nowhere he chucked one straight at her stomach. She verbally said that it hurt. Not cool. He's a choosy zombie. Not only that but the room was poorly constructed. There were multiple failures that really ruined the experience. At one point we were supposed to run water from a sink to a verticals tube so that a clue would float to the top. Well it didn't. And the employee working there didn't notice because she was preoccupied making sure no one hurt the zombie. I had to walk up to her and tell her that nothing was floating up. She had to just tell us the clue instead. Not nearly as fun. Next we had to open a lock on the desk ( which you can't move by the way. It's not locked down to the floor like it should be. It would be so easy to just slide the desk away from the zombie so we can work without his annoying antics but instead we were told that we had to put it back. So the employee moved it back closer to the zombie than it was before) which was proving difficult for us. The employee in the room gave us a hint telling us that is was the code we found in the cupboard. After multiple attempts we told her it was not opening. She herself tried and it still didn't open. She left the room to find someone that could unlock it for us and later returned to tell us that she has actually given us the wrong code. It was supposed to be the code that floated out of the tube! We forgot the code since we didn't have the convenience of looking at it and she again had to tell us the code. Eventually we got to the point where we found a remote that were were supposed to use to navigate a RC car up a series of ramps in order to release the next piece of our puzzle. I was particularly looking forward to this part because it looks really fun. Well the batteries were dying and only one half of the car was responsive so we couldn't even make it up the first ramp. Multiple people tried including the employee and even the zombie himself but it just wouldn't respond. So instead the employee just used her keys to open the cabinet and pull the balls out herself. I was very disappointed. After all was said and done we finally figured out the password with 5 seconds to go! We undid the lock and had the key in our hand when the time ran out. We were literally seconds away from getting out! The employee said "You basically got out". Yeah we would have had it not been for all the set backs! As soon as we got out of the room we couldn't leave fast enough. They offer stickers to those that got out. No one wanted one this time. I only grabbed one for my little sister who spent all her time in the lobby waiting for us to finish because she didn't like the zombie. The sticker was about all...
Read moreThe Heist room
Here are our top 20 complaints for this room:
There weren't any real puzzles. No logic. No solving. Just looking at stuff and figuring out which item gave you the combination for which lock. There were WAY TOO MANY LOCKS/COMBINATIONS/PASSWORDS!!!!! The room was tiny - way too small for 8 people. The room was hot and stuffy. There weren't enough parallel puzzle paths to keep everyone busy. Most of our group stood around while one person worked on the one puzzle that was holding everything up. The room was too dark to see anything. The flashlights they provided were useless. Everyone had to use their cell phone flashlights the whole time. The theme was lacking - the puzzles didn't match the theme of the room. The decorating was not at all realistic. The 'final' exit door was surprising, but in a bad way. The decor was cheap. There were several puzzles that required colors, but the lighting was too dim to make out the colors. We had to do trial and error on too many things. There were two puzzles that used colors, and there were two other puzzles that provided colors but didn't use them. No information was given to indicate which color items went with which puzzle. On several of the puzzles, there was no indication of which solution matched up with which puzzle. The huge metapuzzle at the end requires you to get a bunch of numbers using a bunch of items throughout the room. This puzzle was broken and gave the wrong numbers. The box puzzle took us 25 minutes to solve, even with the game master trying to explain the solution over the walkie-talkie. We had to receive 6 hints and still were 20 minutes short of escaping. We tried to ask for a hint several times with the walkie talkie, but we didn't get any response. We even tried waving at the camera to get the game master's attention; again no response. After the game was over, we realized we were pushing the wrong button on the walkie talkie. There was no sense of how close we were to escaping because of the false endings. The games were scheduled way too close together to give the teams adequate time to debrief. We felt like we were kicked out of the room before we could take it all in. The lobby was way too crowded with people going in and out at the same time. It seems like it would run a lot smoother if the start times were staggered.
We did The Heist as a group of 8. Four of us had done one other room (at a different establishment), and this was the first escape room for the other four. We found the whole experience lacking on so many levels. In short, this room fell way short of expectations. It was medium-fun, but...
Read moreThe are a few reasons that this is two stars instead of one - the employees were fantastic and the room looked kind of cool. But there were several problems with the room we did (we did the mission to mars one). We were able to get the escape room done (barely). The first problem with the room is that the puzzles HAD to be solved in chronological order, although there were one or two that had a little bit of wiggle room in the order to be solved in. The problem is that we only had four people, but two people max were actually doing anything, and half of the time those two people were doing something, it was to look for A puzzle to be solved. This meant that half of our group wasn't doing anything during the time we were solving puzzles. The second problem with the room is that the puzzles were often obtuse in meaning. It took us ten minutes and two clues to solve the first one, which isn't a bad thing by itself, but since it was the only puzzle we could work on, we were all standing around doing nothing while attempting to solve the clue. The third problem with the room is the lighting. It was quite dark throughout the entire time - and this can work if done correctly, but this wasn't really done correctly. After the power came back on, we shouldn't have had to continue to use our flashlights to read the stuff on the walls to signify that this is an actual working spaceship where people can see well enough to read. The fourth problem is the electrical connectivity in the room. There were a few puzzles that required specific electrical parts to work, and sometimes technical problems arose that prevented us from moving on with the room. Another thing kind of related to this is that some of the metal was coming off of the plywood it was based on, and there were several obvious holes duct taped closed. The fifth problem is the lack of usage of space. For one, there's only one explorable room, which is kind of a let down when it comes to escape rooms. For two, there was a lot of switches and panels that looked cool and would have been a lot of fun to play around with. However, we only used the panels once and I personally spent a lot of time flipping switches on the boards to see if they would actually do anything. This room, despite its problems, has a lot of potential. If the obtuse clues were made more clear, perhaps with better labeling on the panels, and there were clues that could be done simultaneously so that more people can have a lot of fun, and having the cool technical aspects actually work the first time around would be so much fun. The most disappointing part of this experience was seeing what...
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