PanIQ Room
San Francisco, California
Psycho - A psycho serial killer had locked us in his apartment. We had to escape before the sadistic psychopath returned to kill us.
Geek - As employees of a tech company we found ourselves locked in the office. Our boss had lost his mind and determined to end it all with a bomb. We had to find the bomb before it detonated.
The Prison - Our group of jailbirds were locked in opposite cells. Together we had to work out a plan to breakout of the joint.
Pros: The waiting room was nice and large with a variety of games and opportunities to socialize before our escape game began. The game rooms were nicely decorated and clearly tied to the storyline. Each room had a good introductory story that helped set the tone for the game. We really liked the setup of the prison room and the separation of the groups was a nice added element that enhanced game play.
Cons: These were the most expensive rooms we have ever played. We do not mind paying for high-quality games and since this is a chain we expected high quality rooms. However, we definitely felt like it did not live up to the hype. The game moderator was unenthusiastic and monotone. While we were waiting to play, we could hear him giving hints to the group that played before us. We all had to try to not hear what was being said. When it was our turn to play, we quickly found that we needed help. When we requested hints during the game his responses were delayed and condescending. Rather than giving hints, he gave full answers. At one point, we pointed out that we were unable to solve a puzzle because the information on the hint did not match the lock. He insisted we were just doing it wrong and did not come into the room to check it out. At the end of the game, he looked at the lock and insisted that it was indeed the wrong lock (and therefore the puzzle was unsolvable). Rather than apologize, he simply insisted there was "problems with management." Similarly one of the hints provided to another puzzle was completely wrong and when we pointed this out he simply dismissed it. Our concern was that he would do nothing to fix the problems for the next groups.
The puzzles in all the rooms were not tied to the theme of the rooms. They were both too simplistic (crosswords, sudoku, simple mechanical puzzles) and yet overly complex and time-consuming. We felt more like we were doing homework than playing a game. Not our favorite experience.