Disappearance: Last Location had a beautifully designed set — the cabin aesthetic was immersive and moody, and the atmosphere hit immediately. From the lighting to the sound design, it definitely captured the creepy, isolated vibe it was going for. But when you start to look more closely, some of the finer details didn’t hold up as well. It felt like a great environment at first glance, but a little underdeveloped in spots if you’re being picky.
Puzzle-wise, this room was noticeably harder than Cinema 7. The flow wasn’t as smooth, and we found ourselves needing a few nudges because things that felt “done” still had unclear extra steps. Some of the logic didn’t click for us, and overall it felt a bit disjointed — not impossible, but not intuitive either. It was definitely a room that required teamwork and communication to get through, but sometimes even that wasn’t enough without a push.
As for room transitions and reveals, they weren’t as exciting as I’d hoped. After playing Cinema 7, which had incredible pacing and surprises, this one felt more restrained. The space itself was much smaller, which also limited that sense of discovery. There were a handful of jumpscares that got us good, but overall the tension came more from the feeling that something might happen, rather than anything super intense.
The ending seems to get a lot of love, but it didn’t really work for me. I’m someone who needs a storyline to be super obvious — especially in escape rooms where my brain is focused on solving puzzles — and this one just didn’t click. I kind of missed what the emotional payoff was supposed to be, and the final room felt underwhelming instead of impactful.
All that said, it’s still a solid experience with a strong theme and good moments. It’s just not as cohesive or satisfying as Cinema 7. I’d still recommend it if you’re a fan of moody, story-driven rooms — just maybe don’t play it right after their best one.
Harder and more disjointed than Cinema 7. Some puzzles felt unintuitive and required nudges, especially when tasks had multiple steps that weren’t clearly communicated.
Beautifully themed with strong cabin-in-the-woods vibes. The lighting and tension built a creepy mood, but some smaller set details felt a bit underdeveloped on closer inspection.
Wonderful staff! Andy was our GM and we had so much fun we booked another room for later that night!
Particularly interesting or different
Yes
It had some cool ideas and a strong atmosphere, but nothing that really felt groundbreaking. The emotional twist at the end didn’t hit as hard as expected, and the room reveals were a bit underwhelming. Overall, it was a solid experience, but not as unique or memorable as others I’ve played.
The story had potential, but it didn’t land for me. I like when a storyline is clear and easy to follow while I'm focused on the puzzles, and this one felt vague and easy to miss. The ending was meant to be impactful, but it left me confused instead of wowed. It just didn’t tie together as strongly as I hoped.
Definitely on the harder side. The puzzles didn’t flow super smoothly, and a few required nudges because steps weren’t always clear. It wasn’t impossible, but it leaned more frustrating than challenging at times, especially compared to Cinema 7.
2–4 players is ideal. The space is pretty small in some areas, so anything more would feel cramped. With a smaller group, everyone stays involved without stepping on each other.
Not super scary overall. There were a few well-placed jumpscares that definitely made us scream, but most of the fear came from the suspense and anticipation. It’s more creepy than terrifying.
Physically active
Not at all
Accessibility
One color puzzle was used! Color was used as an element in other puzzles as well. There was a small step up and down I believe as well as a tight space to squeeze through for the final room (but no crawling necessary!)
In Pointe Orlando in the middle of the shopping center.
You must pay to park in the garage. Sometimes they validate tickets, but it is rare they have the power to.