Beginner's Playbook

Common questions and practical tips for your first escape room.

What should I do first when I enter?
Search systematically. Split the room into zones, have everyone comb their area — drawers, under and behind furniture, book pages, pockets — and call out everything you find. Most early clues come from a thorough first sweep.
How many players is ideal?
Most rooms suit 2–8 players; many list a sweet spot of 3–5. Too few and you may run out of time; too many and people stand around. Check each room's recommended size — some require 6 to run.
What do I do when we are stuck?
First re-check: have you used every clue you already found? Lay everything out and look for unused items. If you are still stuck, ask the Game Master for a hint — that is what hints are for, and they rarely cost you a 'win'.
Are escape rooms always scary?
No. Horror is just one genre, and even it is split into 'micro' and 'extreme'. There are plenty of adventure, mystery, family and emotional themes with no scares at all — check the theme and difficulty before booking.
Should I read a walkthrough first?
Please do not — spoilers ruin the one-time experience. Read general beginner tips (like these) instead. Each room can only be 'discovered' once, so save the surprise.
How should we divide the work?
Avoid everyone crowding one puzzle. Spread out to find clues, but pool them in one visible spot. Shout findings out loud so connections surface — many answers need two clues from different people.
I opened a lock — what do I do with the key?
Leave the key in the lock it opened, and set 'used' clues aside from 'unused' ones. This stops you re-trying solved locks and keeps the team focused on what is still open.
When should we use hints?
Use them before frustration sets in. A good rule: if the whole team has been stuck on one puzzle for several minutes with no new idea, take a hint. Finishing and enjoying the story beats stubbornly running out the clock.
Do I need to be good at math or puzzles?
Yes. Rooms mix many puzzle types — search, observation, teamwork, hands-on mechanisms — so everyone contributes something. Communication and noticing details matter more than raw puzzle skill.
Can a 60-minute timer actually be finished?
Often yes, with good teamwork — but escape rates vary by room and difficulty, and not finishing is normal and still fun. Treat the timer as part of the thrill, not a pass/fail exam.
Etiquette: what should I NOT do inside?
Don't force, yank or pry the set — puzzles are solved by observation and logic, never brute strength. Don't take any prop out (keys, notes and locks belong to the next team), don't photograph or film (it spoils the room), and never hit or shove the NPC actors even when scared.
What should I wear and bring?
Wear comfortable clothes you can crouch and climb in (skirts are awkward for some sets), and socks to protect the floor. Stow bags, phones and valuables in the locker, and take off dangling or glowing accessories that could fall into a mechanism.
How do I pick a room by horror level?
Rooms are usually rated normal / micro-horror / horror. If you scare easily, choose normal or micro-horror (often cute or Japanese-styled); full horror often has live NPCs chasing and jump scares. When booking for a group, cater to the most easily-scared member.
How do I pick by difficulty as a newcomer?
Pick rooms tagged 'beginner-friendly' (about ★~★★) with generous hints — most modern rooms are intuitive and you'll rarely truly fail. Mechanism-showcase rooms with lots of gadgets are a fun first taste; save the gadget-dense, high-difficulty rooms for when you have a few games under your belt.
What group size and how do I book?
Many rooms start at 2, but 3–5 is the sweet spot — more eyes, faster solving, more room. Big groups (9+) need a studio with large-format rooms. Sessions are private (no strangers), so always book ahead, and check spoiler-free reviews or the Escapebar platform before you commit.