The white madness and you. Your fight with the cube and the hidden secrets within begins. The clock ticks, the tension rises, the excitement breaks out. How can the group of up to six players escape the bare, white, windowless space in this live escape game? It seems impossible! Or does the cube finally reveal its secret?
- Special Events
- Friends & Family
- Team Building
Number of Players:
2 to 6
Room Accepted Currency:
Game Duration in Minutes:
GuReview - The Cube’s Cabinet
by Gureviewer: Theresa Wagner
Game Played On: Saturday, 9th June 2018
Recommended Team Size: 2-4 Players
Kid Friendly: Yes
Game Duration: 60 Min.
Booking Method: Online| Phone
Start Time: On Time
Who is this for: Families, Enthusiasts, Beginners, Searchers
Live Actor: No
Public Transportation: Excellent
The venue was easy to get to with a short walk from the public transportation
Parking: Street parking – some
The game has plenty of space for more players to join, but for enthusiasts I would not recommend more than 3-4 players.
Venue / Lobby Info:
The venue was in a building we never would have expected an escape room to be in, but it was well marked. The lobby was nice and clean, and the owner met us downstairs to bring us inside. The walls were decorated like an escape room, and there were couches and lockers for players.
Public Restrooms: Yes
Notes for People with Disabilities:
There are quite a few stairs to get into the lobby, but there may be an elevator. Contact the owner before going to insure there is an elevator.
Game Introduction: The game was introduced by the game master, who gave us gloves and foot coverings to navigate the room. The introduction was brief, stating that the all-white room had a mysterious cube in the middle, which holds many secrets.
Operator Intro: Interesting
Theme: Abstract / No Theme
Narrative: Escape a Specific Unpleasant Place
Main room first glance: Nice & Neat!
The main room was all white, which can be seen on their website. The room truly has nothing remarkable at the beginning besides the white cube in the center of the room, but don't be fooled by the seeming emptiness of the area.
Flow: Very Good and coherent flow
Everything throughout the room made sense, and the direction of flow was great. We almost always knew what to do next, and were only stumped once.
Puzzles: Well thought of. Intriguing
The puzzles were well hidden, but well executed. Some of them were incredibly fun and difficult, while others were out in the open and on the easier side. With some more feedback to certain puzzles, this room could jump up a tier.
The integration of puzzles into the set, the set itself, the transformations and a-ha! moments, the finally.
The foot coverings and gloves were a bit annoying to deal with, but not the end of the world. I'm not sure they were necessary to the game, but I'm never a fan of forced wearables in escape rooms.
Hints & Clues, Debrief
Method: Walkie Talkie
Quality: Good (things made sense)
Closure & Debrief: Excellent (Catharsis)