Trapp’d Motel

Trapp’d Motel
Location: Corby
Game Date: 05/03/2019
Team: Amy & Ian

Motel

Theme:
“You’ve been driving for what seems like an eternity and your pupils are burning through their sockets. The dark, winding road just never ends and it feels like you are the only person left on the planet right now. You can’t even remember when you last passed another car. A sign for a Motel creeps up to you and passes by, the classic red neon tube lighting. Beneath it, ‘vacancy’ reads in blue and you decide to pull in and call it a night.

Judging by the exterior, this Motel has definitely seen better days. The drain pipes are half hanging down, the paint is faded and peeling and the ‘check in’ sign has toppled a little too far to the right. Entering into reception doesn’t make you feel any more welcome. A peculiar little man hobbles slowly from behind a doorway and stands at the reception desk. He does nothing more than put a form on the desk and a front door key next to it. This character has a very strange presence abouthim… almost sinister. He does not look you in the eye throughout the entire exchange.

After hastily making your way back outside the reception area you find your way to room 666, thankful to get into the room and finally chill out after a long day of driving. This room is not much better than the exterior. A single, messily made bed sits against a wall. An old school TV seems to be on permanent static and a locked, ominous looking wardrobe stands tall in the corner… who would lock a wardrobe? Not to mention the bars on the window! Too tired to kick up a fuss, you shake off the uneasy feeling and try to relax. A bit of exploration and you find a DVD in one of the drawers. With not much else to do, you decide to play it but what begins to unfold on the screen chills you to your very core…

A dawning realisation creeps over you, you’ve just checked into a Motel where guests never check back out. You may be about to endure a night of terror at the hands of the sadistic Motel manager. You must do everything you can to ensure you don’t end up on the slaughter table inside his gruesome torture chamber. If only it was as easy as leaving through the same door you entered…”

Motel looked suitably dilapidated and grotty,  great for a run down Motel! Whilst the room didn’t start out scary, it slowly descended into chaos and the scares intensified throughout the hour, with a brilliant climax scare (obviously won’t go into detail here, but let’s just say it sent me BOLTING through the room at something I don’t usually bat an eyelid at)
Whilst not as intensely scary as Edith, or 13utcher it was more along the lines of Nerve Klinik with good intense scared interspersed with time to crack on with the puzzles.
As the room descended into its chaos, the space got more “killer’s den” and it was decorated perfectly, with gruesome scenes and nasty nasty props. They really have gone all out. The room surprised us with a working element we have never seen in an escape room before… again, no spoilers but it was novel and made me gasp!
The room is plenty large enough for the maximum team size, especially when the space opens up. There are some crawling elements and darkness in places.

Game Play:
A liner game that compromised of plenty of searching with some observation, logic and physical puzzles.
Puzzles were all in theme and fun, they were kept appropriate to the game by not being excruciatingly hard, as the added pressure of the scares would take your mid off the puzzles too much. They were pitched just right, as were the scares.
There was a good mix of standard puzzles and a couple of really unique puzzles that we had not really seen before (we’ve seen slightly similar things in other rooms!) all of which were logical, and had nice clear ah-ha moments that had no ambiguity in their solutions.
The sense of discovery through the room was good, and with the notion of the scares pushing you through the room (or making you grind to a halt) this discovery only served to drive the room and further the immersion.
The signposting was minimal, but the puzzles were such that they didn’t need heavy signposting and were perfectly solvable on their own.
The flow was good, as is normal with scary rooms they can bit a bit stop-start but this works as moments of puzzle solving are juxtaposed with moments of madness.
A good scary room that works best if you go with the flow and enjoy the scares and atmosphere!

Clue System:
Clues were delivered via Voice Over

Game Host:
Simon was our game host, and he was fab and had a real enthusiasm for escaping. Delivering a great brief and perfectly timed clues and scares throughout the game.

Did we escape?
Yes, in 45 minutes

Website: https://trappd.com/
Price:
2 Players £39
3 Players £49
4 Players £59
5 Players £69
6 Players £79

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