You find yourself in a new environment with little to no semblance of what to do. You see a few different locks, each more complex than the last. Your eyes try desperately to take in all the new information as quickly as possible while your mind tries to recall what the Game Master said beforehand. You already feel the uncertainty and anxiety climb due to excitement and fear of what lies ahead. The clock has started, and you must find a way out before it’s too late.
What a lovely thing an escape room is!
If you can relate to that feeling or know someone who did not enjoy their escape room experience, these feelings were most likely brought forth during the game. Though there are some things you can do to prepare in advance to give you and your team the best chance of escape (see our previous blog “This Is Big Brain Time” about maximizing the brain’s potential), there are also some things you should be conscious of when heading into an escape room.
1. Know the Company
This may be a peculiar tip, but it can be the difference between success and failure when utilized effectively. Now, I do not mean to know the staff or owners on a personal level, but the games themselves. Does the game you’ll play lean more towards being straightforward or challenging? Is it linear or non-linear? It’s a good idea to start with the company’s least challenging room because it can give you an idea of how interactive it is, what kinds of locks and puzzles there are, and if the puzzles are well-designed.
2. Dissect Everything
Within reason, of course. Your Game Master should tell you beforehand if there is anything off-limits, such as climbing, crawling, forcing things open, and specific things to leave alone. As long as you act within the set rules and guidelines, never look anything over as “just a prop.” In an escape room, anything can be significant!
3. Discerning an Object’s Usefulness
While the above tip is beneficial, remember that only some things will be helpful. Sometimes, we witness people glued to the idea that a purely decorative object helps solve a puzzle when it has nothing to do with finding the solution. A well-designed puzzle should guide you to what it is asking for without directly telling you where it’s located and what it is. Just because anything can be necessary doesn’t mean everything must be necessary. Keep an open mind about how the puzzle is solved, and you’ll be in good shape to discover the intended answer.
We are complex beings with the ability to rationalize and problem-solve our way to success. There are moments when your brain will hyper-fixate on what it thinks is the best or only way to accomplish a goal, so try to fight those feelings. If you’re getting frustrated or upset because you can’t figure something out, do what you can to get extra help from those around you!
Cross Roads opened in January of 2016 with The Hex Room. Since then, creators Luke and Madison have designed and built 3 more hour-long escape games, 2 mini-games, and even branched out into immersive theater with The Séance Experience in 2019. Now, they are embarking on a new adventure: Axe Throwing.
It’s been a year since we have seen something new from the creators of Cross Roads Escape Games. The Weeping Witch opened in September 2022, and fans have been eagerly looking forward to what will come next.
In December 2023, Slashers Axe Throwing & Ales opened in Costa Mesa, CA. The Cross Roads team is upping the ante to make the experience more immersive for everyone by using theatrics, special effects, interactive games, and beer!
“I see axe throwing the same as I saw escape rooms years ago: a fun and great idea, but lacking in immersive sets and theatrical elements,” said Madison Rhoades. “We plan to take Slashers Axe Throwing & Ales to the same elevated level as Cross Roads Escape Games.”
The axe-throwing area of Slashers looks like a dark forest outside a spooky cabin. Your hosts, dressed as camp counselors, will go over a brief safety orientation axe-throwing coaching before you begin. The beer bar area inside the spooky cabin provides an immersive atmosphere, show moments, special effects, draft beers, ciders, and non-alcoholic-themed drinks.
When asked about the inspiration, Madison said, “I’m sure you can tell by the spooky games we have at Cross Roads that I am a huge horror movie fan. Axe Throwing and horror movies seemed like the perfect combination. Once I had the idea, I felt I had to make it a reality.”
What sets Slashers Axe Throwing & Ales apart from most Axe Throwing venues is the attention to detail, both with their horror movie references and safety precautions. The bar is adorned with horror movie props, which makes for a fun game of Eye Spy. Added safety precautions are also taken, such as implementing ‘no bounce’ mats around the target, caged-off lanes, and specialty-designed throwing axes (compared to the traditional axe you would use for chopping wood).
Slashers is also the only venue in SoCal to implement big axe throwing, draft beer, and interactive projected targets. Projected targets allow players to choose between different games and different targets to throw at. Although they do have the standard bullseye, they also have classic games like Tic-tac-toe, Battleship, Space Invaders, and many more, all with an axe-throwing twist.
Slashers is open Wednesday-Sunday in Costa Mesa. Tickets are $40 per person for a 1-hour session and $65 per person for a 2-hour session. Reservations are recommended. Walk-ins are based on availability. Reservations can be made at https://www.slashersoc.com/book-now
Many years ago, when Cross Roads Escape Games was young, we had a practice puzzle in our lobby that allowed guests to get into the puzzle-solving mindset. The puzzle was pretty simple; some signs around the room provided hints for a four-letter lock on a jar full of candy. This puzzle was great practice for multiple reasons: guests learned how to search the room for clues, think critically, and most importantly, line letters upon a lock and pull down to open. But the time came when our lounge required a makeover and when it was renovated, the puzzle was removed.
However, people kept asking for the puzzle to return. Enthusiasts enjoyed having another puzzle to solve, while new players liked a crash course in learning how a puzzle works. We went to work trying to think up a new puzzle to take the place of the old one, one which would fit into the new room’s design but be easy to manage (as we already have three other games to look after as well.)
Admittedly, several years passed before we focused on the practice puzzle. In the meantime, we had created the mobile mini escape game, The Box, as a companion piece to our full-length game, The Psych Ward, brought to life the immersive theatre performance The Séance, and lived through 2020. But always in the back of our minds was this little practice puzzle.
One day, one of the game masters suggested returning the old puzzle to the room. Though this would have been the easiest course of action, I didn’t know what happened to all the elements we used for the original puzzle. Not willing to ignore the call for a practice puzzle when a simple solution was only a storage search away, I set my mind on a suitable replacement.
I went through a few different versions of what we finally installed in the room. The first version involved painting statues’ solid colors and a legend to put these statues in order. This required a few too many hands-on elements, though, as we also use the lobby as a party room for birthdays and other celebrations and would need to be put away. This would also pose the problem of the statues not fitting into the room’s theme, their colors clashing with the design. And surprisingly, the biggest reason was that affordable and durable statues in the specific design we needed were nearly impossible to come by.
I decided to change the puzzle from statues to something we could mount on the wall and fit in with the steampunk-ish theme of the room. I wanted to adorn the wall with some dapperly-dressed skulls. Initially, in my mind, these skulls in their costumes would be painted a solid glossy black to look like statues carved from marble or painted wood. We worried that this would be a little too intimidating for some of the younger escape room guests and be a little too dark as a focal point. We settled on a warmer brown tone (that we soon found out was discontinued. Things can’t be too easy, after all!) I found costumes for each of them in playful yet straightforward colors to catch the eye and make the puzzle feel more joyful. We’re not only about horror around here.
We wanted to take this puzzle a step further. It would be simple enough to look at the skulls and put them in order based on their costume; it isn’t necessarily a fun puzzle. We decided to go electronic.
Most recent escape rooms involve more tech and fewer combination locks. Like our Psych Ward, for instance, which does not contain a single combination lock, players will most likely never even get their hands on a physical key. These newer games rely on different types of puzzles where answers are input through buttons, dials, switches, or other physical actions. This can make a game much more immersive if it fits in well with the theme of the game, as well as possibly reduce reset time.
With this tech-trend of escape rooms in mind, we wanted our puzzle to accomplish two things: first, teach players how to interact with tech-based puzzles, and second, have essentially no reset. This is where we had a problem. How do you create a puzzle that doesn’t require someone to reset after it’s solved? Our solution was not to create just one puzzle but one puzzle with three answers. We designed our puzzle to cycle through three different solutions, so even if the knobs are set to the previous answer, the next group will still have to solve the puzzle before earning their prize.
Though you would think this three-solution puzzle was enough work for us, we were not entirely satisfied. Since we didn’t want the puzzle to be constantly active, we needed the players to turn the puzzle on. The first step to the practice puzzle is to search the room for the clue to activate the puzzle itself. Of course, we also weren’t going to make that easy. We hid a clue in the room to help players get started; it just takes some observation, association, and imagination. All I can say is that some things are not as they seem.
Next time you stop by to play one of our games, arrive early to check out the new practice puzzle in our lounge!
Escape Rooms created by game enthusiasts for game enthusiasts. Owners Luke and Madison Rhoades come from a theatre and haunt background and found escape rooms to be the perfect backbone for their #1 rated company- Cross Roads Escape Games. Celebrating their 6th year in business, here is the story of the creators and designers of Cross Roads and how it all came to be.
ABOUT US
Luke and I are high school sweethearts, and we got married shortly after finishing college. I graduated from the University of Southern California with a B.A. in Fine Art and a minor in Theatrical Set Design. I designed and painted sets around Los Angeles and was the lead scenic painter for The Queen Mary’s Dark Harbor for three incredible years. Luke graduated from the Vanguard University of Southern California with a B.A. in Theatre Performance and Scenic Construction. He worked as the Master Carpenter at the American Academy of Dramatic Arts in Hollywood. I would often get set design jobs and hire Luke as my technical director and carpenter for almost all of my shows. We were a great tag team duo. I would design it, he would build it, and then I would paint it.
THE FIRST ESCAPE ROOM
On Oct. 31st, 2014, we played our first escape room. We had no idea what we were getting into. I thought I bought tickets for a haunted house, so we were completely shocked when we found out that they would put us in a room with eight other strangers and lock the door. Our group did terrible. It was chaos trying to get ten people on the same page, but that was part of the fun. I remember the time being about halfway up when I realized we had not opened a single key lock. I yelled at the group, “How have we not found a single key?!?!” The girl next to me goes, “Oh! I found a few keys!” and starts to remove about 5-10 keys from her pocket that she decided to put there for safekeeping (and not use?).
Afterward, our game master comes in with a look of disappointment and tells us that we only made it about 60% of the way through. It didn’t matter to us if we won or lost or how far we got, the experience was unlike anything we had ever done, and we were hooked. The idea for The Hex Room came later that same night.
THE BEGINNING
We decided to take a chance. We quit our jobs and used our ten years’ worth of savings that we were keeping for a future house. It was one of those scenarios where we would always live a life of ‘what if’ if we didn’t give it a shot. And what better time to try and fail than when you are young? So we did. We found a location in Anaheim, California, battled the city for permits (that’s a whole story I won’t get into today), and put ourselves in a hole of loans and credit card debt (our savings was drained very quickly). With the help of some amazing family and friends, Cross Roads Escape Games opened one year later.
Cross Roads… get it? Luke and Madison Rhoades… ok, good.
THE GOAL
We wanted to create something that felt so real, you forgot it was a game. Imagine being transported to a new world where you can go anywhere and touch anything you want? To desperately try to find clues to help unlock the secrets to your escape? All our games are designed by us and built from the ground up. Not only is the production value outstanding, but even the game design is different.
We love games. Board games, card games, video games, and now escape games. Once we were hooked on escape games, we played every one that was available to us. Playing escape rooms was a great learning experience. We saw what we liked, and what we didn’t like. Our biggest issue was that no matter where we went, no matter what the mission was, the game was the same. We knew we had to change that up with ours.
CREATING THE HEX ROOM
As huge horror fans, we would always watch movies and say something along the lines of, “If that was me, I would have never run up the stairs!” or, “If I was in that situation, I would have done this…” Now with this new immersive theatre at our fingertips, we decided to create just that: a real-life horror movie scenario where people can find out if they would actually live or die in a horror film.
The Hex Room opened on January 15th, 2016. Unlike traditional escape rooms, The Hex Room takes immersion to the next step and makes players live out a real-life horror movie. Before your game begins, each player takes a quiz to determine which stereotypical horror movie victim they are. You can be cast as the Jock, Rebel, Prom Queen, Virgin, Nerd, or Detective. Once in costume, players are placed in a room by themselves. Their goal is to overcome their individual challenges and still work together as a team, although physically divided. If they are successful, they can rejoin their friends and escape. If not, they can be left behind to die.
CREATING THE FUN HOUSE
The Hex Room became a revolutionary game, but maybe a bit too advanced for its time. When we opened, Escape Rooms were still such a new concept; only a handful of people knew what they were, even fewer played one before. People loved The Hex Room, but we knew that it was a bit overwhelming to a new player, so we also created The Fun House.
The Fun House is the necessary introductory that people needed to escape rooms. People were together for the experience instead of being divided at the start. If someone felt uncomfortable doing something “scary,” we had The Fun House to offer instead. Although the gameplay is more of a traditional escape room, we still had a lot of new ideas to offer. The game became self-aware with lots of fun tricks and jokes along the way, not to mention the amazing Zoltar. Have you met him yet?
The Fun House also allowed us to introduce kids to the world of Escape Rooms. When Fun House opened in April of 2016, it was the only game that allowed players of any age to attend. The following year, we modified the game to change out challenging puzzles to a “KIDS” version, allowing groups of kids to play and succeed on their own.
CREATING THE PSYCH WARD
We are determined to always bring the next level of interactive entertainment, and we went all-in on The Psych Ward, which opened in December of 2018. Being inspired by immersive theatre experiences like Delusion and getting hooked on social deduction games like Werewolf and Secret Hitler, we decided to combine immersive theatre, competitive board games, and escape rooms into one fully automated game.
Because of its complexity, The Psych Ward took about 18 months to complete. We worked with the amazing technical team, Diablo Sound, which helped us program all the puzzles, scoring, and theatrical effects. The game took a few revisions, but we are very proud of the new elements we added and challenging ourselves with the unique design and automation. The Psych Ward is a game-changer that you must play!
WHAT’S NEXT
We revisited our theatre roots and wrote, directed, designed, and produced The Séance, which had a limited run in 2019. This show was an immersive theatre piece with some escape room elements. We had plans to bring back the show to a new location, which sadly got canceled due to the pandemic. There is still a chance it might happen; we are just waiting for the right venue and the right time.
We also announced a revamped Hex Room for 2020, which got postponed. We had everything ordered, contractors scheduled, and then the world shut down. Orders were pushed back, contractors had to cancel, and the whole project was put on hold. I am glad that it did though, these past years, we have been able to use the money we would have spent on the revamp towards keeping our doors open and our employees paid. It has also given me more time to think of even better puzzles and effects! The revamp will still happen as soon as the funds are restored. I am so excited to show you what we have planned!
We have also used all of 2021 to work on a new project that is bigger and totally different from anything we have done before! If all goes according to plan, we will have a big announcement for you in a few months. Stay tuned!
THANK YOU for being amazing and supportive fans. I read every single review that comes our way on google and yelp, and hearing about your fun experience is why we do what we do. I know it has been a long time since we have brought you something new, but big things are in the works. Thank you for being patient and understanding. It will be worth the wait!
Madison Rhoades CEO and Co-owner Cross Roads Escape Games
Good! So, you’ve taken our online personality test! But do you know what it means to be a Jock, Nerd, Virgin, Rebel, Prom Queen, or a Detective? In case you haven’t watched as many horror movies as we have, here is some information on what your horror movie stereotype says about you and how you can best live up to your role within your very own horror movie. It’s basically a mood ring, but instead of colors, it’s made of archetypes!
Detective
The Detective is the person who has enough rapport with everyone to actually get them to listen to what they say. They are great listeners and when people talk, they pay close attention. However, the Detective usually spends most of their time trying to keep the other characters alive instead of actually solving the mystery.
Has the highest chance of being killed while helping another character.
PROS: Great communicator, great multitasker, good puzzle solver.
CONS: High responsibility, so much paperwork, dresses like they’re in the 70s.
EXAMPLES: Sergeant Howie (Edward Woodward) in The Wicker Man (1973); Dewey Riley (David Arquette) in Scream (1996).
Rebel
The rebel is known for doing rebellious things (who would have guessed it). This leads many of the other characters into thinking that they are more prepared for the horror movie than they actually are. I mean, if they are already used to doing crazy things, how much harder can it be to try and fight for your life against an insane serial killer… right? They are independent and don’t ask for other characters help, usually to their own dismay.
Has the highest chance of being killed after separating from the group.
PROS: Thinks outside the box, focused, outside observer.
CONS: Not really a team player, probably has a tragic backstory.
EXAMPLES: Marty (Fran Kranz) in Cabin in the Woods (2012); Taryn White (Jennifer Rubin) in Nightmare on Elm Street III (1987).
Jock
Probably the only person in the group that voted against the rest of their team’s decision of leader of the group. Most likely, they voted for themselves. Plays enough sports to think that they are good at everything.
Highest chance of suggesting the group split up to search for clues. Probably dies shortly after.
PROS: Brave, protective, loyal.
CONS: Can’t easily change their mind, relies on strength over brains, has to ask Coach for permission.
EXAMPLES: Glen Lantz (Johnny Depp) in Nightmare on Elm Street (1984); Curt (Chris Hemsworth) in Cabin in the Woods (2012).
Nerd
Has watched the most movies, horror or otherwise, of any of the other players in the group. They remember small bits of information from each movie, quotes and factoids mostly, and they are happy to tell people this information
Highest chance to be killed right as he figures out some piece of vital information.
PROS: Observant, good memory, planner, book smart.
CONS: Nobody listens to them until it’s too late, loses their glasses like way too much. Seriously, get contacts.
EXAMPLES: Randy (Jamie Kennedy) in Scream (1996).
Prom Queen
Probably showed up to the escape room late or right on time. Also, is most likely to have read the question “how many people have you kissed?” and asked if they have to answer that question.
Highest chance of dying after saying the words “Hello? Is anyone there?”
PROS: Driven, confident, has small group of close friends.
CONS: Can get caught up on appearances, trust issues, can’t run in heels.
EXAMPLES: Helen Shivers (Sarah Michelle Gellar) in I Know What You Did Last Summer (1997).
Virgin
The person that was brought along because everyone actually likes them. This being said, the virgin is most likely to be the one that is too afraid to fill out the questionnaire fully. They will leave answers blank in hopes that if they don’t admit to having fears, that they won’t have to deal with anything scary. Most likely to have not realized that the Hex Room is a horror themed escape room when they were invited/when they booked the room.
Highest chance of surviving the ordeal only to drag a new group of friends into the sequels!
PROS: Sweet, friendly, avid reader.
CONS: Too trusting, prone to being sacrificed, is going to suffer.
EXAMPLES: Laurie Strode (Jamie Lee Curtis) in Halloween (1978); Sally (Marilyn Burns) in The Texas Chainsaw Massacre (1974).
Keep in mind, being the Virgin doesn’t guarantee you are the “Final Girl,” a common horror movie trope pertaining to the last remaining victim of a horror movie. After all, remember Sigourney Weaver’s wise words from Cabin in the Woods: “It doesn’t matter if the virgin lives or dies, as long as she suffers.”
After taking this personality quiz, we are sure you will better know yourself and be better prepared for surviving a horror film. Want to put your new understanding of self to the test? Get your most trusted group of friends together and enter The Hex Room.
Jason Sakal Game Master and Manager Cross Roads Escape Games
Is your child’s birthday quickly approaching? Are you looking for a way to make their party extra special? Well, come on down and test your wits in our FUN HOUSE!
An escape room is a great birthday party idea because they are an interactive group experience that emphasize and strengthen many skills including teamwork, communication, and problem solving, while still being an entertaining and immersive game.
The Fun House is a topsy-turvy experience filled to the brim with laughs, mystery, magic, and excitement! You and your team must work together to find clues and solve puzzles before time runs out. The light-hearted nature of the game makes it an ideal party destination, full of puzzles that allow groups to work together or break into smaller teams.
If your team consists of young children with dreams of being magicians, have no fear! The Fun House KIDS provides the same whimsical fun and puzzle solving experience but is an alternate version designed for younger players between the ages of 8 and 13-years old. However, it is never too early to send your children off to the circus and children of all ages can play the game! We’ve added some hands-on puzzles to this version of the game so that everyone, no matter what age or height, will have something to do.
What could be better than running off to prove yourself at the circus? Why, how about a party afterwards! Cross Roads Escape Games offers a beautiful lounge that is a comfortable, private space where your group can unwind, talk about their experience, eat some cake and ice cream, and open presents. Along with the lounge rental, we can provide cups, plates, napkins, utensils, balloons, and even take care of clean-up.
Speaking of food, what could possibly go better with a birthday party than pizza? If you need catering for your party, we offer a special escape room package from Top Class Pizza that includes three Large 1-Topping Pizzas, two 10” cheesy bread sticks, two 10” cinnamon sticks, and two 2-liters of soda.
Parents love having their child’s birthday party at Cross Roads Escape Games because they know the kids will have a great time interacting and using their brains and not being distracted by phone screens. Kids love escape room birthday parties because they can be clever, solve puzzles, and win prizes in a unique experience. If you’re looking for something out of the ordinary for your child’s next birthday, try the Fun House for a truly memorable party.
The Fun House and Fun House KIDS is for 4-8 players and is one-hour long. If players are 13 years or younger, they must be accompanied by an adult in the game. Both of our games are private games, meaning your group will not be paired with strangers. Our lounge is available to rent for an extra fee and comfortably fits up to 13 adults. We also do bachelor parties, proposals, baby announcements, and other celebrations! If you have any questions about parties at Cross Roads Escape Games or you would like to book your party, give us a call at (714) 572-1004.
Geoff Durham
Manager, Game Master, Party Animal
Cross Roads Escape Games
The world of escape rooms can be pretty unexpected. Try as we might, sometimes there is just no predicting the strange things people do. Since these games are interactive experiences where the players control how and when the narrative moves, it takes a special kind of guidance to ensure the train stays on its tracks even through bizarre and sudden turns. That’s where a game master comes in: A Game Master’s job is to gently guide players along the path while still allowing the players to dictate the pace.
Here at Cross Roads Escape Games, our Game Masters go through some pretty intensive training to ensure they are ready for anything that is thrown their way over the course of a game. In just a short amount of time, they are required to memorize not only codes, but the placement of props, hints, decorations, and locks, as well as detailed rules and safety. And once they have that memorized, they learn a completely new set-up, a new set of rules, and a new series of codes for our second game.
That sure is a lot to remember. One thing we can’t always predict, however, is the human element. We can have our Game-Masters-In-Training run a game over and over until even Zoltar is tired of talking (which is a feat all on its own; He loves to talk) but that human element can often throw a curveball nobody saw coming. That is why our Game Masters are skilled in improv; Being able to think on your feet is essential to making sure an escape room runs smoothly. We make sure our game masters know how to deal with and work around the unexpected, even if we can’t predict exactly what that will be.
Of course, there are other traits besides improv that make a game master great. In this episode of Confessions of a Game Master, our game masters explain some of their unexpected encounters as well as some traits that make for an effective game master.
Are you caught up with all of our Confessions videos? Catch any you may have missed (or rewatch your favorites) on our YouTube Channel. Do you have a question for our Game Masters? Leave us a comment on our blog and we may answer it in a future episode.
Happy escaping!
Geoff Durham
Game Master, Manager
Cross Roads Escape Games
Greetings and salutations dear reader! Tis I again, Zoltar the Great, Seer of secrets, and your guide to celebrating the Fun House’s 2ndbirthday! In honor of the 2nd birthday of the Fun House I figured it would be fun to take a moment to reflect on how our lives were before The Fun House opened its doors and be grateful that we no longer live in the desolate wastelands that existed during that time.
I know that many of you were sad, lost, and (dare I say) despondent in the days before the Fun House, as was I dear reader… as was I. But then, like a shining beacon of hope, the Fun House manifested and… and… well… it just seemed to lack something. It needed something big; something new and intelligent; something with well-groomed eyebrows and a chin that don’t quit; it needed, of course, me!
Yes, I remember the day that the Great Cross Roads Circus found me in an old self storage unit. I had been left for all eternity behind a slowly fading painting of Madonna. One of the Rhoades ringleaders heard my cries of help and, doing what any half decent ringleader would do, came to the rescue of the crying Madonna painting! It wasn’t until she had already taken the Madonna painting and had turned to leave that she realized that it was, in fact, MY painting that was talking. Sorry Madonna. You may have the looks, but I have the looks and the voice!
In the dust and darkness of the storage unit, I met the great ring leaders of the Cross Roads Circus for the first time. It was there that the great ringleader recognized my talent and did the only sensible thing to do … placed me right in the center of attention in the Fun House!
What has been the best part of living in The Fun House for these two years? Without a doubt, it has been acting as a mentor, muse, and supportive shoulder on which to cry (metaphorically of course, for I was not painted with shoulders) for many hopeful apprentices. Each day I help these aspiring souls to think more creatively, to believe more profoundly, to laugh, share, joke, play, and enjoy life to the fullest. I don’t want to put understate just how intensely moving a game in The Fun House can be. Each game I help people discover whether they are truly Magnificent Magicians or Clueless Clowns and each one of us is better for it.
Ah yes. It has been two great years filled with many amazing magicians and clowns of all age! Our circus has grown quite large in the last couple years and continues to grow every day. I sure do look forward to even more wonderful years of magic, mystery, and perhaps a few jokes along the way.
If you haven’t had the chance to test your wits in our topsy-turvy Fun House yet, then I suggest you come on down as soon as possible and find out if you have what it takes to be a worthy magician or if you are simply a clueless clown.
That sounds like an important bit of personal discovery if you ask me.
Zoltar The Great
The Seer of Secrets and your guide into the future.
Being good at playing escape rooms is just like any other skill: it takes some practice. As you play more and more escape rooms, you will learn what methods work for finding solutions to puzzles and what habits just waste time. If you are a new player or are already an escape enthusiast looking to improve your gameplay, here is some advice and techniques I have found effective when solving puzzles in escape rooms!
#1) Look at the lock!
This is such an important step that I see a lot of players skip. Even if the puzzle doesn’t have an actual “lock” per say, look at what it is that you are putting your solution into. What kind of solution do you need: Does it require numbers? Letters? Directions? Colors? Look at what it is asking for even before you look at the clues that you have found. After all, once you know what you are looking for, the clues you need will stand out to you!
#2) Look at the clues!
Do not be that one person that looks at the lock and instantly starts guessing random codes. The odds are that you aren’t going to get the right combination and even if you do guess the right code… congratulations… you are still going to need to solve the puzzle to figure out which clues have been used and which clues haven’t. I can tell you from experience, if you don’t separate the clues you should have used and set them aside, your team will continue trying to use them on EVERY SINGLE PUZZLE they come across. You may have saved five minutes by hacking a lock, but you have wasted 15 minutes throughout the game just trying clues that no longer have any purpose. TRUST ME… just look at the clues.
Once you know what you are looking for, the clues will begin to make more sense. Once the clues start making sense, it becomes easier to deduce the correct answer. Remember, solving puzzles is a matter of deductive reasoning.You start with infinite ideas on how it can be solved and begin narrowing the possible solutions based on what the clues are telling you
#3) Talk it out with your team!
This is the point where your team mates become invaluable. If you are looking at the clues and aren’t coming up with a solution to the puzzle, bring everything you’ve discovered to your team mates. Tell them what the lock is looking for, tell them what clues you’ve found and what you think those clues are telling you. Once you’ve done that, tell them everything that you’ve tried so far so you don’t waste time coming to the same conclusions. Talk it out and brainstorm different solutions. Don’t worry about being 100% right on what you guess during the brainstorm. This is the point where everyone brings their ideas to the table and everyone talks about what works/doesn’t work and why. You and your team will narrow the possibilities down until you come up with a solution that uses the clues to open the lock!
#4) Try the solution twice!
Uh Oh! The lock didn’t open. You review your solution and you are POSTIVE that you have the right answer. But it didn’t work the first time! Don’t panic. If you are sure you have the right solution, try inputting the code into the lock once more. Sometimes you have the number on a lock slightly off, or you accidentally press an extra digit on a keypad. It happens. Just make sure everything is lined up perfectly and take your time inputting the code. If you want to be extra sure everything is done right, then have your teammate impute the code the second time; just in case you are doing it wrong. And don’t forget, you may need to give a lock a gentletug to open.
#6) Come back to it.
If you have tried everything to solve a puzzle but you are missing a piece or just aren’t getting it, come back to the puzzle later (if possible). Most escape rooms have multiple things that need to be done at any point in time. If you’ve given the puzzle your best shot, then perhaps you don’t have everything that you need to solve it yet. You might think you know the solution only to discover a clue later that changes EVERYTHING! So, don’t get stuck! Feel free to step away from a puzzle and come back to it!
I hope these tips can help improve your gameplay and make you more effective escape artists. Do you have some tips that should have made the list? Leave other escape enthusiasts your best advice in the comment section below! And be sure to test your escape artistry in either The Fun House or The Hex Room at Cross Roads Escape Games!
Jason Sakal
Manager and Game Master
Cross Roads Escape Games
If you are reading this, then you have probably already looked over our FAQ and have a few more questions that you might want some clarification on. Here are some of the questions that we get asked on a day to day basis.
Player Limits?
The two rooms have different maximum player capacities based on the size of the rooms. For the Fun House we can accommodate 4 – 8 players at once. For the Hex Room we can accommodate up to 5 – 10 players at once. Both rooms were designed for approximately six players, but we can have up to 8 in the Fun House and 10 in the Hex.
This last statement is important to note. When people see that the maximum is 8 or 10, and the minimums are 4 and 5, they always seem to ask one of two questions. Can we have more than the maximum or can we have less than the minimum?
Can we play with more?
No, the maximum player limit is very strict. We get asked a lot if we could fit “just one more” person into the game, and the maximum listed is our cut off point. With more than the maximum number of players, the game becomes cramped and chaotic. It’s a perfect example of “too many cooks in the kitchen.”
We are dedicated to bringing you the best escape room experience and our maximums are in place to make sure you get the best experience possible.
Can we play with less?
For the Hex Room, no. Five players are needed in order for the game to be playable. Because each person is split into their own separate room in the beginning, you MUST have at least 5 players; as there are clues in each room that will be important to solving puzzles and escaping.
As for the Fun House, yes! You can play with less than four players. However, since the Fun House is a private game, you must pay for the minimum number of tickets, which is 4, in order to reserve the room. In the Fun House, everyone starts in the same room and there is A LOT of puzzles to solve, which is why we suggest you bring at least 4 people to tackle this room.
How do you accommodate groups larger than 18?
Since the maximum for the Hex Room is 10 and the maximum for the Fun House is 8… what can we do to accommodate large groups of more than 18 people? Since we cannot have more than the maximum number of players in either room we can run multiple games back to back.
For large groups up to 36 players we recommend renting out our private lounge for 18 people to wait in while the other 18 people are inside the game, and switch when the first games are over.
Do you have actors in either room?
Neither of our rooms have actors in them. You will have a game master watching you the entire time, but they will not be in the room with you.
What is the difference between Fun House and Fun House for Kids?
The difficulty levels. In the Kids version, we take out some of the more complicated puzzles and replace them with a few puzzles that are a bit more straight forward and hands on. It is a great room for children that are looking to become young escape enthusiasts!
Which room is better?
I get this question at least twice a day. My answer is always this. It is a matter of taste. Both rooms are fun and immersive experiences, but they have different themes. The Hex Room is a dark and sinister experience that is intense and thrilling. Whereas the Fun House is a very light-hearted experience that is humorous and whimsical. Do you want to try and escape a crazed killer that is obsessed with horror movies or do you want to put up with the AMAZING Zoltar and all of his silly antics as you try to prove yourselves worthy magicians? The choice is yours and, honestly, as far as I’m concerned you can’t go wrong with either one!
Jason Sakal
Game Master and Manager
Cross Roads Escape Games