Packing for an Escape Room Marathon [Player Tips]

“What gear should I bring to an escape room marathon?”

Does a full day of escape rooms sound both thrilling and a little frightening?

A good way to limit the jitters is to show up prepared.

We try to travel light, but depending on the day’s schedule, here are a few things that we pack when we’re taking on a full day of adventure puzzling:

Snack & drinks

If you or your teammates are the hangry sort, snacks are a must.

Snacks are even more important if you’re:

  • Playing with strangers (who might push your buttons)
  • Playing unfamiliar games (without strong recommendations, you might find some duds… which I promise you will feel far worse on an empty stomach)
  • Not leaving enough time between games for meals

Here are some snacks we frequently pack:

And don’t forget to bring your hydration and caffeination of choice.

A black Contigo self-sealing thremos.

This auto-sealing, insulated travel mug is amazing. It comes in 16 & 20 ounce sizes and all of the colors.

Distractions

Sometimes it’s tough to get the back-to-back-to-back bookings to work exactly as you were hoping for, and you might have some dead time in the schedule.

Here are a few fun-sized games and puzzles that can entertain your group during the down time:

Gear

Warmth

If you’re anything like Lisa, cold is your archenemy. Bring your favorite hoodie or sweater for heavily air conditioned escape rooms.

Charger & battery

Don’t forget your phone charger. If you are depending on your phone to handle navigation (or car hailing), a good battery pack can provide extra juice.

Notebook & pen

If you’re marathoning escape rooms, you might also be the type of person who likes to take notes on the games. When it comes to notebooks, we have a bit of a Moleskin addiction, and we like these retractable-tip pens.

Backpack

Finally, don’t forget to find a bag to carry everything. I have a strange weakness for hyper-organizable backpacks. This Peak Design backpack has become my go-to for work and all other things. It’s decadent, but I use it daily.

Enjoy your marathon!

(If you purchase via our Amazon links, you will help support Room Escape Artist as we will receive a very small percentage of the sale).

For more tips like Packing for an Escape Room Marathon, check out our Player Tips section.

The Lonely Road: 12 Tips for Soloing an Escape Room (The Last One Will Surprise You)

Soloing is tackling an escape room all by your lonesome.

While escape rooms are normally a team event, there are opportunities to play alone:

  • single-player escape rooms
  • escape rooms with solo components, where one or more players are isolated from the team and accomplish a portion of the game without any support
  • bold players electing to take on a team game all by themselves, either for the challenge, because they are traveling alone, or because they play at a frequency that their friends and family won’t abide.

It’s this last group that we’re focusing on. In speaking with some of these bold escape room enthusiasts who choose to take on entire team games by themselves, we pulled together the following tips.

Stylized close up of someone playing a guitar solo with a jigsaw puzzle piece as a pick.

1: Speak your thought process

It’s tempting to work through the game silently because when you’re soloing there aren’t any teammates to speak to.

However, there is someone to speak to: your gamemaster.

Soloing a game isn’t just tough on players, it’s tough on the person moderating the game. When a single player is silently puzzling, the gamemaster isn’t getting the feedback they normally receive from chatty teams.

Speaking your thought process will give your gamemaster an understanding of what and how you’re doing. This provides the context that they need to deliver quick and accurate hints.

2: Be experienced

Soloing an escape room is not for newbies. The more knowledge and skill you have going in, the more likely you will be to succeed and have fun.

If you’re struggling to determine how locks, sensors, and standard puzzles work, you’re screwed.

3: Know your strengths & weaknesses, but be prepared to do it all

I have yet to meet the room escaper who loves to handle each and every type of puzzle and task necessary to complete most escape rooms.

Keep your weaknesses in mind throughout the game; you may need to burn a hint to get through those sections.

4: Use your hints

Check your ego at the door and be open to direction from your gamemaster.

Sometimes simply asking the gamemaster to point out what to begin with can save a ton of time. Don’t be coy about asking for assistance, especially when tasks require a lot of eyeballs. You’ll likely derive more satisfaction from solving the puzzles than searching the room, so don’t feel silly asking for help with the menial tasks.

5: You won’t lose due to communication failures

Solo players are operating with a lot of disadvantages, but the potential for communication failures isn’t one of them.

Congratulations, this is literally your only edge as a soloist.

6: Ask if it’s linear or non-linear

While I wouldn’t necessarily ask this going into a game with a team, this knowledge can help the solo player.

In a linear game, you can confidently tackle puzzles as they become solvable. Non-linear games are muddier. Knowing the difference can save you a ton of time.

7: Choose your battles

A strong player can solo their way out of a game made for 2-4 players or even 2-6.

Once you get into the 7-12 player range, the experiences are brutally challenging for a single player. This is amplified in search-heavy games, as one set of eyeballs simply won’t be enough to find everything and puzzle.

If you’re planning to solo, reach out to the company (or your friendly neighborhood reviewer) and ask which games are best suited for individual play.

8: Not every game can be soloed, but sometimes you can puppet

There are games that are impossible to solo; they simply require multiple bodies to take action simultaneously.

You might be able to circumvent this problem by requesting a puppet.

9: Choose your venue carefully

Pick a customer service-focused company that’s willing to work with you.

If a company doesn’t answer their phone or emails, they aren’t customer service-focused.

If a company treats you poorly, don’t bother trying to solo with them.

It’s better if a company outright tells you that they aren’t set up to accommodate your solo game request than if they are dismissive or mean.

10: Ask for an in-game gamemaster

While not every game can accommodate an in-room gamemaster, nor will every company allow for one, having your gamemaster in the room can help a lot.

Without any obstructions to their hearing or vision, they’ll be able to provide hints quickly and accurately.

11: Bond with your gamemaster

While all players should treat their gamemaster well, solo players should strive to bond with them.

Your gamemaster is the only other individual on your team and you’ll likely be relying on them quite a bit.

Be the kind of player that they want to help.

12: Play with people

There’s a time and place for soloing, usually while traveling alone or when games have a solo component built in. However, escape rooms are an inherently social experience.

If you’re a badass puzzler who wants to push their own boundaries, there are far more challenging puzzle books and tangible puzzles that provide many more hours of entertainment for a fraction of the price. (And we’re going to be reviewing more of those soon).

I encourage you to bring along friends and family and share your love of puzzling with them… or reach out through the escape room communities (Facebook & Slack) to meet up with fellow puzzle lovers.

A communal experience is at the heart of escape rooms. I deeply believe that they are best shared with others.

Bring newbies into the hobby, both for the new players and to grow the escape room industry. If you love these things enough to solo them, you probably care deeply about the health and future of the companies that produce these games.

Solo when the escape room demands it. Solo when you literally have no one to join you. Whenever you can, seek out the social experience.

Handling Counting Puzzles [Room Design & Player Tip]

It turns out that I’ve been counting wrong my whole life… and the odds are good that you have been too.

On a few occasions I’ve encountered escape rooms that include high counting “puzzles.” I am referring to challenges that required our team to count a large volume of items and input those numbers into a combination lock.

While I’ve encountered poorly-clued, high-volume counting puzzles in some of my worst escape room experiences, counting as a challenge isn’t all that uncommon. Here’s how to better handle counting challenges as both a player and a designer.

The Count from Sesame Street kneeling and holding up 4 fingers.

Counting puzzles done well

Counting as a reasonable escape room puzzle usually looks something like this:

You’re in a music studio room and there are instruments all over the place. Most are obvious; a few are well hidden. There are 5 guitars, a keyboard, 2 basses, and 9 drums. Somewhere else in the room you find production notes that say, “when putting together the mix, I started with the bass, then added in the drums, the guitars, and finished with the keyboard.” Your combination is 2-9-5-1.

Counting isn’t fun

Every experienced escape room player eventually finds puzzle types that they simply cannot stand. For example, black lights catch a lot of flack. (I don’t think they deserve all of it.) Counting disappoints me every time I encounter it, even when it’s done well.

It’s a lazy puzzle. It’s patronizing to ask anyone older than 10 to mindlessly count, especially when they are paying for the privilege.

How to count better

While I may not like counting, I will do it when the game demands it. So I was pretty happy to learn that TED-Ed put out a video showing a number of better ways to count large numbers… with your fingers.

I wish I had known this when I was a kid because whenever I had to count anything my brother would love to shout a string of random numbers to throw me off.

Image via Wikipedia.

Video via Lifehacker.

Puppeting with Escape Room Gamemasters [Player Tip]

This is a tip for the more serious escape room players.

For those of us who like to play larger rooms with smaller teams (or even solo), it’s frustrating when companies won’t let a small team book because there is a hard minimum.

Hard minimums

Many games have puzzles that require a certain number of bodies to complete. For example, three people need to push buttons in different rooms at the same exact time. That’s a hard minimum. The game physically requires the presence of three people to complete an interaction.

Stylized photo of a devil and dog puppets being held up from behind a table.

Puppeting

Puppeting is when teams that are too small to complete a task are permitted to summon a gamemaster into the room. That gamemaster only does what they are told by the players to complete a multiplayer challenge.

In the example above, the gamemaster pushes a specific button when directed to by the players.

This allows a team to dip below the hard minimum and still enjoy the game.

Not every game needs puppeting.

Not every company will allow puppeting.

However, it’s a good thing to keep in mind if you’re short a player and really want to play a game. It’s always worth asking.

“Gamemaster, I’m about to…” [Player Tip]

If you play a few room escapes, you’ll get a sense of what’s normal.

What opens, what doesn’t, what you should touch, and what you shouldn’t…. understanding this in an escape room context becomes fairly standard and eventually second nature.

Games that push boundaries

Then you’ll encounter a game that breaks the unspoken rules and requires something that seems edgy or dangerous, but in the confines of that particular game is not only safe but necessary:

  • Opening electrical outlets
  • Sticking items in electrical outlets
  • Pulling a fire alarm
  • Triggering a fire extinguisher
  • Using hand tools (wrenches, screwdrivers, bolt cutters)
  • Opening windows
  • Opening items that generally shouldn’t be disassembled (televisions or other items that seem breakable)

The trouble as a player

As a player, you generally have no way to be 100% certain that you aren’t going to cause serious problems when the game demands something like pulling a fire alarm.

The best case scenario is that the interaction is exceptionally well-clued, and you can feel the game granting permission to do something stupid.

However, if there isn’t a little voice in your head reminding you that “stuck fork in electrical outlet” could show up on your death certificate, then there’s something wrong.

Black and white image of an subway help panel. "Emergency" has a glowing red button. "Information" has a black button.

Our approach

When faced with an interaction that I think I need to take, but I am not 100% certain if it’s safe for me or the escape room company’s property, I’ll toss the ball into the hands of the gamemaster (or in-game actor) and state:

“Hey gamemaster, I’m about [insert generally bad idea]. I’m going to wait 5 seconds. Tell me to stop or I’m doing it.”

I’ve been using this approach for over two years and it’s never let me down. I’m not asking for a hint; I’m making a statement of intent and allowing the gamemaster an opportunity to put a stop to my actions.

Most of the time my intuition is right and the gamemaster either says nothing or encourages me to do the thing.

But every once in a while I’ll get a slightly panicked gamemaster saying, “STOP! That’s a real fire extinguisher!”

Don’t assume patterns

As a player, I find these types of interactions exciting, but when I encounter them, I immediately begin to question other standard practices of escape room decorum.

After being led to bolt-cutting a lock off of a hasp (I’ve seen this a couple of times now), when I then encounter a fire extinguisher, I immediately question whether it’s in-play or not.

Never assume that one rule break means that all of the rules have fallen away.

Puzzle hard, but be safe and be smart.

These games are fun, but winning is never worth risking your health and safety. When in doubt, ask.

Do You Ever Get Bored of Room Escapes?

“Since you’ve played so many, do you ever get bored of room escapes?”

-Someone whose name I cannot remember at the Chicago Room Escape Conference

This question, and different forms of it, have been cropping up. The short answer is “no.” The long answer is a bit more nuanced.

Some repetition

There are more than a few things that we over-experienced players are tired of seeing.

Stylized painting of a blue directional lock set on a red background.
Hello old friend…

When we walk into a room, Lisa and I can see a lot of game elements coming. We’re rarely surprised by trap doors. We can spot RFID chips that are poorly mounted in the bottoms of objects. We can frequently determine how to approach a puzzle simply by reading the wear and tear on a room.

There is also a host of cliches which we’re all too used to encountering.

What’s been interesting is that for all of the repetition we’ve seen, we’ve also seen so many concepts used in different and unusual ways, which keep things fresh.

There is a ton of creativity in the mid-to-high end escape room market.

Higher highs

One thing that sets experienced players apart from a new players is the ability to recognize brilliance.

An inexperienced player will play a great room and have a good time.

An experienced player will be able to see incredible design for what it is. When we see something amazing, it’s far more special because we know that it’s wonderful.

We have way more fun in an excellent room because of our experience.

Lower lows

On the other end of the spectrum, the low end of the market is far more frustrating than it used to be. The more we play, the more painful it is when we realize that we’re trapped in a poorly crafted game.

The frustration and tedium hit a lot harder than they used to.

It isn’t fun to look at a poorly crafted puzzle and realize that we’re never going to pull together the pieces. Also, in a shitty room, the hints that come after we finally give up on a puzzle are generally as frustrating and tedious as the puzzle was.

Lisa and I are both pretty level individuals, but the more we play, the more the bad games get us down.

So… do you get bored?

It’s rare that rooms are truly boring. We think of enjoyment plotting out more on a graph with axes ranging from frustrated to fun and predicable to fantastic.

7 Things That are Never Clues in Escape Rooms…

… or if they are, the puzzles are dumb.

When you enter an escape room, suddenly every object in the environment carries more weight. There are layers of meaning that the “real world” doesn’t generally have.

Is that a clue? Or is that background noise?

Every game is different, but these 7 things are never ever clues:

1 – Book ISBN numbers

“We need, like, a combination, right? Well there are like 50 books here and they all have these weird numbers on them.”

“No… that’s not a clue.”

“Well I’m going to try each one in every lock, just, like, in case, ya know?”

Image of a barcode and ISBN from a book
“But one of these numbers must mean something!”
ISBN are not the numbers you’re looking for. Move along.

2 – Highlighter & margin scribble in books

When an escape room includes a ton of books, these are usually purchased in bulk from used bookstores or yard sales. Secondhand books frequently have all sorts of highlighter marks and scribbles in the margins.

It’s not always fun to pick up each book to confirm that it is, in fact, a book and skim the pages to see if anything is hidden within, but it’s not a bad idea. However, I wouldn’t bother doing this if there are more than a dozen books.

It’s also not fun to stop on every page and analyze what some random dude scribbled in the margin of his psych 101 book. This is a bad idea.

It’s possible that the game includes a book with something written in it. Fine. Wait until you’ve found the clues that lead to the particular book and page.

3 – Price tags on books

“Again… used bookstore stuff. Ignore it.”

“Yeah, but it’s like 3 digits and we need to open a 3-digit lock! Can we try it?”

“Knock yourself out.”

“Ok, it didn’t work, but now we know!”

The price tags are never the answer.

4 – Warehouse notes on furniture

Before playing an insane volume of escape rooms, I had no idea that warehouses frequently pencil numbers on the bottoms of drawers and other furniture components.

When you’re new to this stuff it looks super suspicious. Just ignore it.

5 – Anything to do with drop ceilings

Even the dumbest, worst-designed game isn’t operated by a masochist who wants their players to destroy the drop ceiling in their rented space.

Don’t waste your time pushing the tiles up or attempting to reenact Mission Impossible by climbing through the ceiling. At best, this will earn you nothing. At worst, your game will end in tears.

Also, if there is a tiny bit of paper dangling from between the ceiling tiles, just ignore it. I’m not sure how that stuff gets there, but it’s pretty common and never a clue.

6 – Wearing clothes found in the room

You found a stash of clothing in your escape room. Absolutely check the pockets.

You don’t have to put the stuff on. Trust me. Gross.

7 – Electrical outlets

Electrical outlets are out of bounds.

There are a small minority of escape rooms that use electrical outlet safes or have modified outlets to turn them into puzzles where you have to stick stuff in them. These companies shouldn’t be in business. If these companies keep doing this, someone will get severely hurt in an escape room and it will harm the entire industry.

As a player, just avoid the outlets. If you play a game that violates this design, rip them for it on every review site you can find. They don’t deserve their customers.

“But I’ve seen these as puzzles a couple times!”

Yes, there are occasionally companies who think it’s a “great puzzle” to require players to randomly input book prices into locks without any hints pointing towards a particular book’s price. They are wrong.

In the event that one of these non-puzzle elements ends up being a legitimate puzzle, it should be very well-clued in the game. If not, the puzzle is lame.

If the puzzle requires something dangerous, it needs to be exceptionally well-clued. Even then, I would ask your gamemaster to confirm that you aren’t about to put yourself in the hospital by sticking a fork in an electrical socket or some other dangerous nonsense.

Remember that escape rooms are generally designed to provide stimulating challenge and fun. Skip these 7 not-very-fun “solutions” because they aren’t going to be the right answer.

6 Rules For Playing Room Escapes with Live Actors

A small but interesting subset of room escape games includes live actors who interact with the players.

Some companies have their gamemasters give an in-character introduction, but not enter the room with you. This is cool, but it’s not what I’m talking about.

An escape room becomes a fundamentally different experience when there is an actor physically in the gamespace with you, interacting with you, triggering events, and encouraging or obstructing your team.

Photo of a man done up in intricate makeup to look like a sasquatch.
Photo from Seth A. Wolfson, Make-Up FX artist (not an actual escape room actor)

These are the rules that you absolutely must follow when playing an escape room with an actor:

1 – Be respectful of the actor

The game setting does not suspend the laws of society or general human decency.

This should go without saying: If you assault, harass, grope, belittle, or otherwise harm or endanger an actor in an escape room, the company is well within its rights to eject you from the game without a refund. Depending upon your actions, they may also call the police.

On the less extreme side, you should be kind to your actor. This person has to play the same game over and over with new teams, improvising to deal with each group’s idiosyncrasies. Acting in an escape room is not an easy job and I guarantee that being overpaid for their work isn’t on the list of problems in your actor’s life.

2 – Listen to the actor

If an escape room company has gone to extraordinary lengths to work a live actor into your game, then you can be damn certain that the actor will be relevant to the overall game.

Listen to every word they speak. They are either advancing the narrative or providing clues. Either way, you should be mentally present.

If you don’t listen to your actor, then you will likely miss something critical. If your actor notices that you’re disregarding them, they may disengage, which will diminish your experience and lower your odds of victory.

3 – Watch the actor

Your actor is intimately familiar with the game you’re playing. Be mindful of where they are standing, what they are facing, and what they are looking at. These things could easily be hints.

Don’t announce that you’re doing this or make it obvious. If your actor becomes aware of you reading their body language, they will change it to throw you off. (I’m speaking from experience here.)

4 – Have fun with the actor

The more fun your actor is having, the more they will give you. Be fun characters for them to play off of. When you make the game interesting for them, they’ll make it more fun for you.

When your actor asks you to do something, do it with enthusiasm. Play along. It will elevate the experience.

5 – The actor may have to trigger specific events

The actor’s presence enables the designer to build interactions that are triggered by the actor.

You may have to say something to your actor, give them an object, or follow a specific instruction to make something happen. Remember that when there is an actor in the room, you are not just playing against puzzles, locks, and sensors. There is a human dynamic and you may have to say some magic words.

6 – Your good time is resting in your actor’s hands

When you’re playing a game with an actor, your experience is ultimately going to play out on their terms.

If your actor wants to make your game into an unwinnable nightmare, that is almost certainly within their power.

So be good to your actor, pay attention to them, and interact with them… and don’t be a jerk.

Pro Tips for Booking Escape Rooms

One of the biggest pains when playing escape rooms is booking the damn things and coordinating teammates.

I schedule a lot of room escapes. Here are a few pro tips and email templates to help you out:

GIF of a dump truck with a massive plow on it, plowing through two parallel lines of cars.
Expedite!

Get Started

Book the whole room

Choose a game that works for you and book all the tickets so that you can invite your own friends.

Philosoraptor meme states, "If we aren't supposed to talk to strangers, then how are we supposed to make new friends."
Unless you’re looking to make new friends.

Centralize communication

Schedule around only 1-2 other people’s availability or you’ll drive yourself insane. Also, funnel all communication through one person. Daisy chains lead to tears.

Morpheus meme, reads: "What if I told you one day all human communication will be facilitated through witty memes"

Don’t rely on flakes

When you invite your friends, make sure at least 75% of the people you invite are people you trust not to bail.

“Flaking is weakness of character.” – David Spira

Stay organized

Calendar invite FTW

When you add the game to your calendar, copy / paste all the details from your booking confirmation including the number of tickets and price you paid. This gives you a consolidated reference for answering people’s questions at a later date.

Hypnotoad meme reads, "All glory to Google Calendar"

Get reimbursed

Accept cash, PayPal, and Venmo. Keep track of who paid you back. If someone stiffs you, don’t invite them back; have some self-respect.

Wonka meme, reads, "Where's my money?"

Manage people

As people RSVP “yes,” send them a calendar invitation. As people RSVP “no,” invite more people in their place. Pretend they made the first cut; no one should ever know they weren’t on the initial invite list. (Sorry real life friends, but it’s true.)

Badger the people who don’t RSVP. Eventually you’ll stop inviting them.

Office Space Meme, reads, "If you could just RSVP, that's be great."

Remind everyone

About 3 days before the game, send a follow up reminder email.

Spider-Man meme, reads, "Just a friendly reminder from your friendly neighborhood Spider-Man"

Make it an experience

Pregame caffeine

Choose a meeting location, generally a nearby coffee shop. This allows your teammates a cushion for being late. It also helps your teammates get to know each other or catch up before they get locked in a room together.

Coffee meme, reads, "Hello Darkness My Old Friend"
I’ve come to sip from you again

Be civilized. Don’t get drunk before your escape. Do it after.

Postgame food and booze

Choose a location for dinner / drinks after the game and fun. It’s not worth asking your friends about their food preferences; just choose something relatively innocuous and people will be good with it.

Meme of drunk looking baby beside a beer, reads, "And I shit you not, that plane landed right in my mouth."
Now is the time to drink.

Email Templates

Initial Invitation

Hi Friends,

Join us to play [Name of Room] at [Name of Company]!

Details 

[Name of Room]

[Name of Company] — This should link to the company website.

[Location]

[Date]

[Time] — Note that this is the time the game starts. Use bold.

We’ll meet for coffee beforehand and grab dinner nearby after the game.

This is a [number of people] person room. Tickets will be $[price] each.

Please let us know whether you can make it!

Regards,

RoomEscapeArtist.com

Reminder Email

Hi Friends,

Final Details for Room Escape on [date of game]

[45 minutes before game time] Meet us at [name of nearby coffee shop] and [address of coffee shop] — This should be a link.

OR

[15 minutes before game time] Meet us at [Name of Company] at [address of company] — This should be a link.

Our game starts promptly at [game time]. Don’t be late.

[1.5 hours after game time] Dinner at [name of nearby restaurant] and [address of restaurant]. — This should be a link.

Note that this room is going to cost $[price] per person.

If you are new to Room Escapes, read this and this. Trust me.

Remember, flaking is weakness of character.

See you [include date again]

Regards,

RoomEscapeArtist.com

[your phone number]

The Room Escape Artists Room Turn Down Approach

Water color painting of glasses. A combination lock is secured around the glasses spelling “LOOK!” A second lock is unlocked behind it spelling “SEEK!”

The Room Escape Artist Style

We’ve developed our own style of play. It’s usually effective.* It can also be intimidating to new players.

When we walk into a room, we tear it apart (relax – we don’t break shit). We look, touch, move, and open everything we can find.

We retrace each others’ steps and inspect the items our teammates have already searched.

We move quickly and efficiently. We start shouting things out to each other: anything that is certainly a clue, might be a clue, or even just seems unusual. Everyone should know as much as possible about the room. The puzzles will draw on knowledge of the room.

If we uncover another room later in the game, it all starts again.

All of our regular teammates know this process and a few have special roles within this structure. It’s all completely automatic.

New Room Escape Artists

When we bring new players, this beginning can be overwhelming. It calms down once the room is thoroughly turned over. Then we each focus on individual puzzles.

Know that if we invited you to play, you won’t be out of your element. Dive in! Or watch for the first few minutes and then dive in when you’re ready. Either one works.

*Every so often we encounter a room that doesn’t include enough tangible “stuff” for this method to be effective. Then we change our tactics.