Room Name: End of the Line
Business: Project Panic
Location: 4403 Guadalupe St., Austin, TX 78751
Date of Visit: June 30th, 2018
Number of Players: 4-8
Our Group Size: 8, we recommend 6-8
Official Description: For years there have been rumors that the city’s trusty and seemingly innocent subway system has a darker underbelly – it is home to a number of notorious crime gangs. It’s now time to put these rumors to rest! Acting off a tip that a now closed subway line could lead to a coveted hideout, you and your highly trained team decide to take matters into your own hands and begin an investigation of an abandoned station. Will you take the fast track to deliver justice or take an unexpected detour on the way?
Difficulty (official): Our host stated that this is the harder of their two rooms. The website lists its official difficulty as 7.5/10.
Difficulty (experience): Medium
Time to Escape: 39:00
We finally had the time and money to do a new room, and our Escape Room RNG pointed to Project Panic, an offshoot of Austin Panic Room and one of the newest escape experiences in Austin. The location was easy to find (signage for the location is on the glass, not the building itself) and had a small parking lot attached behind the building. We were very thankful for this; parking in Austin on the weekends can be difficult, and pricey, in some locations.
The new location is brightly lit and welcoming, however there were AC issues on our visit which made us somewhat uncomfortable. Our game master greeted us immediately and gave a simple but funny explanation of basic game rules before leading us into the game space.
We’ve played a game from this same company (last year’s Cabin Fever), and like Cabin Fever, this space outdid themselves in decoration. The room is divided into station and subway, and they did a great job creating a derelict station with a cleaner subway car. We really appreciated that the decorative touches all fit seamlessly into puzzles, nothing seemed forced or out of place.
End of the Line is notable for its use of technology; all wires were hidden and puzzles that dealt with technology use were integrated extremely well into the room. This was particularly noticeable with one late-game puzzle on which we all enjoyed working.
While the room was very linear, which can cause problems with a large group, there were enough puzzles that needed to be worked on simultaneously that everyone was always busy. The room was very teamwork oriented; each puzzle had at least two people attempting to solve it. We were happy that while the room had several escape room staples, they included clever twists. This is one of the few rooms where I’ve had to wait to find all the clues before finding answers.
The biggest drawback we felt was the theme implementation. Without giving too much away, we felt that the premise of the room really wasn’t executed well and the experience ended abruptly without really addressing the scenario again —changing the premise to an urbex adventure or a secret subway could add more to the theme.
Hints Used: Three unprompted (one due to a slight technical failure) and one verification of a “Do Not Touch” sticker. Our host was excellent in his hints; he managed to keep us on track without giving us answers.
Clue Quality : Clues within the game were worked extremely well into the room, only one screamed out as an obvious clue.
Puzzle Creativity: Puzzles were very clever, and while we recognized a couple of pathways from having done several rooms and being puzzle hounds in general, there was enough different about them to keep them interesting.
Fear Factor: None, a few moments of very mild intensity.
Things to note: There are several light and color puzzles, colorblind players should probably avoid this experience.