Practice good wand form.
Location: Los Angeles, CA
Date Played: August 25, 2018
Team size: 2-6; we recommend 3-5
Duration: 60 minutes
Price: from $99 per team of 2 to $198 per team of 6
Magic Kingdom was a magical escape room. Set design, props, locking mechanisms, and many of the puzzle concepts all worked magically, and came together to create a really fun world to play in. Because of the magical world, the lack of clue structure was especially pronounced, forcing us to rely in part on our knowledge of escape room game mechanics to solve Magic Kingdom.
If you’re in Los Angeles and you enjoy solving how a room works, try your wand at the fun and playful world of Magic Kingdom.
Who is this for?
- Adventure seekers
- Scenery snobs
- Magician wannabes
- Best for players with least some experience
- To perform magic with wands
- The opening scene
In the Magic Kingdom, the magic tree was dying. We needed to cast a spell in the magic well to bring magic back to the Magic Kingdom.
In their Magic Kingdom, Maze Rooms set the magic tree and magic well under a starry night sky in beautiful, glowing light. Beyond the garden sat a quaint windmill with a few rooms of magical props.
Maze Rooms’ Magic Kingdom was a standard escape room with a moderate level of difficulty.
Core gameplay revolved around searching, observing, and making connections.
+ In Magic Kingdom, Maze Rooms locked all props magically. Given the magical premise of the gamespace, the absence of combination locks worked really well.
+ Some of the scenery, set pieces, and props were beautiful and captivating.
– Some of the clue structure was really worn, almost to point of incomprehensibility. Other cluing had been fixed shoddily, defacing an otherwise beautiful set piece.
+ The magic wands were phenomenal. They were beautiful, tangible props. We had to puzzle out how to work them. Their interactions charged us up.
+/- Maze Rooms built puzzles into magical concepts. We found one such concept brilliant after we had solved it, but at the time we attempted it, the clues were weak.
– Some of Magic Kingdom’s puzzles needed additional feedback. We couldn’t always tell what we were triggering or whether something had been solved. This was especially pronounced because the world was magical so anything could trigger… well, anything.
+/- Maze Rooms added a surprising moment of physical activity (optional for all but one player) and justified it in the gamespace. It was a fun concept. In order to make sure it would be safe, however, the gamemaster had to intervene with instructions. If Maze Rooms could build in-game cluing that facilitates a safe interaction, it would be a clean sweep.
+ The hint system was adorable and fun.
+ Maze Rooms created a lot of magic through a clever scenery-changing mechanic. It facilitated puzzles and enhanced solves.
+ The final combination of set piece and props delivered a fantastic, magical conclusion for the entire group.
Tips for Visiting
- Maze Rooms is in a small strip mall with a parking lot.
- At least one person must be comfortable with physical activity.
Book your hour with Maze Rooms’ Magic Kingdom, and tell them that the Room Escape Artist sent you.