Jackson Chavarria is a manager at Cross Roads Escape Games, has a Bachelor’s degree in Psychology, and is working on his Master’s degree. Here is his take on interesting things he sees in our escape rooms through his psychology perspective.
There is an array of names for those in any skill, hobby, or job who put in much more effort than is “required” for the task. Inside a professional environment such as the Olympics or televised sports, these people are praised and set upon a pedestal as pinnacles of greatness, dedication, and the epitomes of hard work. However, in everyday day-to-day life, these people are often criticized for their overworking habits and are called “try-hard,” “sweat,” “show-off,” or are known to take the activity “too seriously.”
No one person cannot be the best at everything, hence why a wide variety of people from diverse backgrounds accomplish world records. While these people are often role models for us, it is unrealistic in most aspects of our regular livelihood. To aspire to be the best in all parts of your life is impossible and negatively affects you. Living this way has been shown to decrease self-confidence and lead to depression or isolation, putting all this pressure on yourself and feeling like a letdown when you can’t live up to impossible standards.
Acquiring a record is no easy feat, but many people strive for it. The trait of wanting to hold some form is usually seen in individualistic countries (i.e., USA and Europe) instead of collectivistic countries (i.e., China and India). Individualistic countries uphold the singular person so that everyone aspires for their success and individually gets the rewards or repercussions. Collectivistic countries focus more on the success and betterment of the entire family, as one’s success or failure is tied to the whole family.
As members of an individualistic country, we can quickly grasp that the singular person must stand out. We all want to be highlighted, recognized, or unique, preferably in a positive light. Since we were little, it was all about what we could do, how fast we could learn, how high of a grade we could get, and doing our best to outdo those around us.
If you’re stuck under the pretense that you need to be on the escape room leaderboard, you’ve misinterpreted the point of a well-designed escape room. The phrase “too much of a good thing” realizes itself in this concept. It is not inherently bad or wrong to want to strive for any record. This mentality can often lead to incredible feats of human capabilities that could never be realized. However, some moments or memories are meant to be experienced with a flexible mind, not a rigid one.
All we have left once a moment has passed is the memory of it. That memory may be photographed, drawn, or symbolized in another way, but there’s no comparison to what it was truly like to live in that moment. There is something beautiful about escape rooms; they bring people together, accomplish a group task, and expand the brain’s potential for problem-solving, all in one place. Try not to be too preoccupied with getting the best time, end up missing it, and let that ruin what could’ve been a positive memory for years to come. Instead, embrace the escape room for what it offers, solve some puzzles, and congratulations if you get a record! If not, you became smarter, strengthened friendships, and balanced work and play!
Save $8 per ticket! Available only at Midsummer Scream 2022
Come by our booth at Midsummer Scream 2022 to purchase tickets for only $30 per person! Tickets are valid for 1 single-person admission for any of our games (including our newest game, The Weeping Witch), and they never expire!
Save $8 per ticket when you buy it from our booth at Midsummer Scream 2022! All you need to do is visit our booth (Aisle 100, Booth #188) during Midsummer Scream Friday, July 29th- Sunday, July 31st, at the Long Beach Convention Center. This ticket will come with a unique code valid for one admission ticket that you can use when purchasing your game online or in-store, as long as the game is reserved in advance.
This 3-day sale is at our booth at Midsummer Scream while supplies last. Only 500 discount tickets in stock. Max of 8 tickets per customer can be purchased with either cash or card.
Midsummer Scream is a yearly Halloween and Horror Convention at the Long Beach Convention Center. Tickets are required to enter the convention. Purchase your tickets to Midsummer Scream HERE.
Ticket Terms and Conditions: This single-use admittance code is valid for one single-person ticket to an escape game at Cross Roads Escape Games in Anaheim. The game must be reserved in advance. Not valid for gift cards. Does not expire. The code on the card is your ticket, do not lose it, or it cannot be used.
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
For me, there are three things that make or break an escape room: Is it immersive, does it make sense, and is it original? At the time of this blog, I have nearly 20 different games under my belt; some games have blown my mind, and some have left me wanting more.
My top escape rooms have all had detailed environments with a clear theme. From the moment the game began (and sometimes even before I entered the building), I was immersed in a believably new environment and excited to partake in something out of the ordinary. I love escape rooms because they take you out of the real world for a while, and I expect the games I play to try and transport me to this new world.
Working in the industry for about three years and partaking in escape rooms before then, I’ve spent plenty of time in games where you are all-too-aware that you are in an office building. I applaud the games that are aware of their limitations and find clever ways to cover up their allotted location. I’ve been privy to the business side of escape rooms and know that sometimes building a room from the ground up or even painting walls is not an option. I’ve seen games find ways to either work around these limitations, or in some cases even embrace it. There’s one escape room I did where they were not able to drastically change their space, so instead they made up for it by turning out the lights and giving each player a handheld candle. I found this incredibly inventive as it made us as players pay less attention to the walls, helped to tell the story, and even became part of the experience. Finding ways to adapt or overcome your space can make or break your game.
For escape rooms that are able to have control over their entire space, immersion is paramount. I remember playing an escape room where the desk staff were part of the experience. They were in character from the time you entered the front door until the time you left the building, and even reacted to how your game played out. Without spoiling too much, once our team successfully completed the game, both the Game Masters had an interesting albeit subtle change in costume, making the outcome of our time traveling adventure reach beyond the walls of the escape room.
It’s also important for escape rooms to make sense. If the puzzles aren’t themed to the environment, it will easily pull players out of the game and feel more like a task than part of the fun. I played a game once that was hidden above a store. Everything in the game was handmade (including some very interesting puzzles), and you could feel the near-bohemian, old world, secret society theme from the time you met a cloaked woman holding a lantern outside of the shop. None of the puzzles were electronic, keeping with the old-world theme. Even the hints were hand-written on tea-stained pieces of paper passed under the door. And even in this low-tech, unsuspecting room, I came across some of the most memorable and enjoyable puzzles I’ve ever experienced.
On the flip side, I’ve also played a few games where it didn’t make sense to have some technology in the room. It’s hard to justify electronic puzzles in a pirate ship or modern televisions in an abandoned cottage. It’s important to purposefully integrate or disguise technology and puzzles to fit into your room.
Originality is another top priority for me. After playing dozens of games, some of them start to blur together. It’s important for a game to do something original to stand out. Cross Roads has some of the most original games I’ve ever played. The Hex Room and The Psych Ward push the boundaries of what escape rooms can be. They are memorable in design because you won’t get to experience another game quite like them. Whether it’s being physically separated in The Hex Room or adding extra layers of strategy and immersive theatre in The Psych Ward, these games are perfect for those who want to experience the next steps in escape rooms.
Geoff Durham
Game Master, Manager
Cross Roads Escape Games
I can’t believe Cross Roads has been open for 3 years already. We love brining our crazy ideas to life and it is so exciting to see you play and enjoy them. We often get asked about what brought us to this point or what inspires us, so I figure this is as good of a time as any to reflect on the last few years and share them with you.
How we got into this business
My husband, Luke, and I both have degrees in theatre. After college we became a tag team duo working in theatre, film, and haunts. We went to our first escape room in October 2014 and fell in love with this new form of entertainment and truly felt like it was just touching the surface of what it could be.
We began working on our own business model in January 2015. We looked at hundreds of locations, went through the rigorous city permitting and building departments, quite our full-time jobs, and finally, one year later, we opened in January 2016 with The Hex Room.
Before we opened, we played every escape room in Southern California, which was only 30 games at the time. We did our research and we saw what was missing from these experiences. Our main goal with our first game was to increase the production value, add special effects such as lighting and sound, and most of all make everyone feel like the star of their own adventure.
Our games
The Hex Room was revolutionary for its time, and still continues to get recognition for its unique game design. The Hex Room adds a new challenge to the traditional escape room by dividing the players physically, but still requiring them to work as a team to escape. After a few months, we realized that The Hex Room might be a bit too advanced for our current market. We were creating a game for enthusiasts like ourselves, but our main audience was playing for their very first time.
We then opened The Fun House in April 2016, which was a beginner room. Something more traditional in game design, but still fun an innovative in the puzzles, decor, and special effects. In March 2017 we opened The Fun House KIDS, which was an alternate version of the Fun House that allowed kids ages 8-13 to participate more inside the game. We saw a need for more family friendly games, so we wanted to have that option available for our guests with younger players.
The Asylum, our 10-minute mini game opened in June 2017 and premiered at Midsummer Scream, a local Halloween convention. This is where we tried to change things up once more. In the Asylum you were strapped in a straight jacket to your other teammate. Your goal was to escape your straight jacket and the room in under 10 minutes. It was a huge success and we knew that from here on out, we had to continue pushing the boundaries.
In December 2018 The Psych Ward finally opened. It took much longer than we thought it would mostly because we continued to have more ideas, and more creative technology was becoming available to us. We wanted to make a game that had the escape room elements that everyone loved, but we also wanted to show people that there are many different games that could be made with this type of immersive entertainment. The Psych Ward is not an average escape room. It is an interactive game of deduction, trust, and betrayal with escape room, board game, and immersive theatre elements. We hope this game helps revolutionize the escape room industry.
What is next
Now in 2019, it has grown from 30 escape rooms to hundreds in Southern California alone. Luke and I have played over 200 games ourselves, and can’t keep up with how many new companies are opening. Unfortunately, with how many escape rooms that are out there, our issue is that the new ones continue to copy what has already been done. We haven’t seen any innovative ideas in a very long time. If you are interested in opening your own escape room, please think outside the box and create something that has never been done before!
We hope you enjoy what we have created. Everything we do is for you. We take chances and risks with our new ideas and we are so happy that they are appreciated and recognized. We have big ideas for the future with Cross Roads and working on projects with others. One thing you can count on is that we will never make an average escape room, everything you get from us is going to be something you have never seen before. Stay tuned for future updates coming this year. You will always find out what we are working on right here!
Madison Rhoades
CEO and Co-Owner
Cross Roads Escape Games
Personally, I love escape room and I will try and solve ANY puzzle I come across. I love puzzles, riddles, scavenger hunts, and even the pixel hunt kind of games in video games. I love the process of going from being completely unaware of the answer, to a full understanding of the puzzle by piecing together the clues. If a puzzle can do that for me, then I am over the moon!
The puzzles are a HUGE part of what I look for in an escape room. Though I don’t think that puzzle design can carry the experience on its own, it is definitely one of three big factors to my enjoyment of a room.
When I solve a puzzle, I want to know exactly how the puzzle works just by solving it. For example, there have been times where I thought “I don’t think this makes sense but maybe ____ is the answer?” Then it works, and I feel a little disappointed, even though I got the answer correct. The reason I feel let down is because the puzzle didn’t work the way I had thought it was going to.
Now I know what some of you might be thinking. You didn’t like the puzzle because it didn’t work the way YOUthought it would? And I completely understand the eye rolls that I might be getting right now but let me explain!
Making a good puzzle is very much like writing a good plot twist into a story or movie. If the twist is not foreshadowed earlier in the movie, then it just feels like a plot device. But if there are subtle hints from earlier that influence how you should be thinking, then when the twist happens you are like “WHOA! I knew that that painting from earlier was going to be important!” Same goes for puzzles. If your team has been trying things to no avail and then you look at one clue you haven’t used yet and suddenly everything clicks and you exclaim “WAIT! What if the ____s are actually showing us how to use these other clues!” then you have yourself a GOLDEN “aha moment!” And in the end, isn’t that what all puzzles are really about?
The next thing I look for in an escape room is theme. At the end of the day, if you don’t like the theme of a room then you won’t be having as much fun as other people that can really engage with the setting.
I am a huge Horror film junkie! I watch them all; everything from the Exorcist to Zombie Mutant Vampires from the Hood! What can I say? I am a silver lining kind of person. I can find diamonds in just about any roughs. However, just because I enjoy the genre does not mean that all horror movies are good. Same goes for escape rooms. The theme of the room is kind of like the salesman for the room: It is what catches my eye fastest when I am looking for an escape room to play. However, once I actually get into the room, I feel that theme carries the least amount of weight on whether I will find the escape room enjoyable or not.
Third, and possible most importantly, is immersion. I don’t care if my team is being hunted by a serial killer or if we are all aliens trying to break out of area 51, I need to be sold on the idea. It isn’t enough to tell me that I am a fish in an aquarium, you need to sell me on that every moment of the experience.
This can be achieved in many ways. It could be as simple as giving everyone a mask to wear, or as complex as having actors in the room that interact with the players in a certain way to get the desired result. Trust me, nothing convinces someone that they are an outlaw in the wild west more than giving them a cowboy hat, a bandana, and having the “law dogs” lock them up in a jail cell. We’ve already talked a lot about immersion in one of our other blog posts, so I don’t need to go too far into how to achieve full immersion… but it is VERY important!
So, to sum this up, when I am looking for an escape room to play the three things I am looking for are:
1) What is the theme?
2) Do they have well thought out puzzles? (This is kind of hard to find an answer without spoiling anything, but reading people’s reactions to the puzzles in reviews is often a good way to find out how good the puzzles are.)
3) How immersive is the game? (One thing I look for is people discussing a game’s hint system in the comments. I ask myself if it makes sense for the setting or not.)
Look at the escape room’s website to get an idea for theme, and then if you are intrigued read some reviews. I can temper my expectations based on other peoples’ reviews and how well the room markets itself. I have only played around 30 escape rooms so far, so I would not consider myself an expert, but this method has helped me search for the next game my team will take on.
What do you look for in an escape room? Let us know in the comments below!
Jason Sakal
Game Master & Manager
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