Escape Room · Locurio · Private Room · Reviews · Seattle, WA

The Storykeeper @ Locurio (Seattle)

Date played:  Monday, July 16, 2018
Number of players:  3
Max number of players possible for this room: 6
Public or private game:  Private
Outcome:  Escaped

First Impressions
I booked our game by communicating with one of the owners, who was beyond wonderful. When she found out we were visiting Seattle from Chicago, she was ready with recommendations and tips for things to see and do. I don’t think you could have a better first impression than the one I had of Locurio as a company.

When you arrive at the location, you call a phone number and they bring you inside a gate to the lobby. I thought the game was going to start then and there somehow, since it felt like the way a spy would enter a secret location, but it was a normal walk to a lobby. So I just have an overactive imagination and was overly hyped for cool things to happen. 🙂

The lobby was very bare-bones. We signed our waivers and our Game Master told us the rules (while in the lobby, hooray!) Everyone we interacted with there was incredibly nice.

The story for this room on the website is as follows:

“You’ve heard whispered tales of a mysterious book collection and its curator, an elusive figure known only as Jak. Rumor has it that Jak is seeking adventurous souls to retrieve a valuable item, a treasure which Jak claims to have lost in a most peculiar place… Do you dare to answer Jak’s summons and explore the secrets of the hidden library?

This game includes physical activity such as kneeling and crawling. Comfortable shoes are highly recommended. The game also features low lighting in some areas. The game includes a mild “jump scare” style interaction with a character.”

Game Play
First things first: the immersion in this game was amazing. It’s going to be hard to write this without giving anything away because I just want to gush about things, but I won’t include any spoilers. This room, to me, is what all escape rooms should be in terms of its design/decor. It was a fully immersive environment and it really made you feel like you were stepping into that world. The lighting, the sounds, and everything you see around you all has lots of attention to detail to add to the experience.

This room was 70 minutes long and it made me feel like all escape rooms should be at least that long. With only 3 people playing we needed every second, but I also think for the amount you generally pay for a room, that 70-90 minutes would just feel like a better experience. Even though this was only 10 minutes longer than an average escape room, to me the experience felt much longer, in a good way. I also really appreciated that the clock stopped once we had “won” the game, but that we then got to do a little bit more that was untimed. It made me feel like we got even more out of our experience without the stress of the the timer running out!

Without giving anything away, I thought that the way the room began was pretty magical. I loved the different elements that were brought in to make you feel like part of the story. Similar to The Cell at Fox In A Box, the beginning set the tone for the whole room, but in a very different (yet equally intriguing) way. In my opinion, both kids and adults would find this beginning fun and exciting.

The clue system used in this room was the best I have seen so far in any room. You have an iPad with you and the clues are delivered as part of the room experience, in the most perfectly immersive way. It fit with our room theme so well that I wonder how this is handled in their other room, The Vanishing Act. I absolutely loved that there was no “clue limit” given beforehand, because isn’t that just for show anyways? A good Game Master will give you as many clues as needed in order to help you along to your escape, in my opinion. If there is a limit of 3 clues and you use them all, they wouldn’t (or shouldn’t) just let you stand around perplexed, because that would be almost no fun at all. So why even bother giving a pretend limit? I am kind of surprised looking back that no one in my group thought to even ask about the clue system while we were going over the rules in the lobby, and I wonder what we would have been told if we had. I wish that all escape rooms followed Locurio’s example with their clue system, because I really thought it was ingenious.

Their website mentions a minor jump scare in the room, and I will admit that this made me hesitate a little. I don’t like scary themes much and wouldn’t seek out that kind of experience, but I knew I had to play this room since it had such good reviews. I am very glad I did! If you’re like me and you tend to avoid scary experiences, don’t worry at all. I did jump at the jump scare, but it was fun and mild, like they describe. The character interaction they mention was some of my very favorite parts of the room, and it was done extremely well. I cannot over-emphasize how great I thought this was, and how many kudos I want to give to their employees.

The puzzles in this room were overall very good. I would say this room had a higher difficulty level than most others I’ve played. We definitely needed help, and at some points a lot of help. I think this is a combination of a few different things. First, there were only 3 of us playing. If there had been 4-6 people in our group, as Locurio recommends, I think we would have figured a few things out more quickly and we would have moved past other parts more easily. Second, I think we just weren’t playing as well as we have in the past. Maybe we were too much on vacation mode, or we were just having an off day, but there were things that we struggled with that normally I think we would not have. Looking back on the room now that I know how to complete the puzzles, there are things that I’m surprised we didn’t figure out more quickly. And third, I do think there was one puzzle that was not super intuitive to any of us. Even after we had received help from our GM, we just could not make sense of how to do it. Eventually we got it, with a little more help, but I don’t know if I would have ever figured it out if left to my own devices.

Even though some puzzles were pretty difficult, I really, really liked them. There was one in particular that I did on my own while my teammates worked on something else, and I just think it was such a cool puzzle. It involved listening carefully to something, and while it was challenging, I thought it was a perfectly designed puzzle. I wish I had been able to figure out where to start more on my own, but the GM did a great job giving subtle hints to prod me along and not just give things away. It was really fun to do and I think that’s going to stand as one of my favorite puzzles in a room, going forward. They had a wide variety in the types of puzzles too, with logic, tactile items, searching, etc.

Another thing I want to rave about is the use of technology in this room. There was one part in particular where we were able to manipulate something in the room using sensor technology, and it was just done SO well. That is my favorite type of tech in a room – not screens where you’re punching in numbers, or laser beams angled to hit something, but sensor-triggered things that feel like magic when you do something a certain way. Outstanding.

There was one small hiccup during our game, and that was that an object had not been reset in its correct location. We solved a puzzle, but instead of being rewarded with an item, we were rewarded with nothing. The GM at first thought that we hadn’t seen the item, but we figured out quickly that it just wasn’t there at all. We lamented some time wasted searching for something that was never there, but our GM handled the situation expertly. He directed us to another puzzle that was still left to complete, and then had a replacement item appear in the room. We never saw him and nothing broke the immersion at all, so it was truly the best way he could have solved the issue. That kind of thing really reveals how awesome the staff at Locurio is, to be able to fix something in the moment!

We escaped with 1:09 left on the clock, and we all admitted later we thought it was a lost cause at one point. In those situations I always feel worried because I just want to be able to experience the entire room. I don’t care as much if I don’t win, but I want to know that I saw everything there was to see or attempted all the puzzles. Our Game Master helped us out at the end and we were still able to escape, which I was very happy about. I think every group should get to win their room, as much as possible, and that it should only differ in how much help you receive. It’s always fun to win a room with so little time left on the clock, too!

Final Touches
The game had a nice ending and we had our picture taken, and then we were on our way. We were in kind of a post-game haze upon exiting the room, and made our way to the lobby only to realize that we had no need to return there. I also think maybe the experience was so cool that it felt weird to just leave abruptly and stumble back out into the world. I could have played several more rooms back to back, but that’s always the case. 🙂


In conclusion…

Play This Room If…
-You love literature and those types of themes
-You love very immersive environments
-You want to experience a great combination of puzzles, technology, acting, and scenery
-Seriously, just PLAY THIS ROOM!

Skip This Room If…
-You have a small group (I think Locurio’s recommendation of 4-6 players is perfect)
-You don’t enjoy any kind of jump scare, even a very minor one
-You haven’t played any other escape rooms yet (but then come back to this one later!)

Overall rating:  4.5 out of 5

Company website:

2 thoughts on “The Storykeeper @ Locurio (Seattle)

  1. Have a gift certificate for this location. It mentions crawling and kneeling on the website. Would some older ladies find this a problem do you think? Is it just a matter of being able to look under things or having to duck to get through a small door to the next room or do you have to do something more athletic? Do all the participants have to “crawl” or could just a few of the group?


    1. There is one part where just one person needs to duck down a little, and then another part where everyone would need to crawl or stoop very low. If I remember correctly, when we got to that point in the game, we were offered help/another option if we couldn’t do it. I’m not sure what it would have been since we all crawled, but I imagine they are ready for that possibility. I think everyone would enjoy the room, old or young, so I hope you do get to play it! 🙂


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