Trials of Osiris
Take The Exit
An Egyptian pyramid room with a strong premise, some interesting late ideas and substantial signposting caveats.

Egyptian Theme, Heavy Caveats
Trials of Osiris at Take The Exit is an Egyptian pyramid adventure about following Howard Carter into a mystery he could not complete. The premise has obvious escape-room appeal: tombs, trials, clues and a race to escape. The honest recommendation, though, has to start from the room's rougher response. The clearest short line is "The pyramid idea outruns the execution."
Go in expecting a traditional puzzle room with an Egyptian frame, open early exploration and a finale that may be stronger than the route into it. There are signs that later changes improved parts of the game, and some teams find interesting meta-puzzle moments near the end. That gives it some value for players who enjoy older rooms and can tolerate friction.
The practical limit is serious. Lock matching, signposting and certain physical or sensory elements have drawn strong criticism, so the room belongs in cautious-choice territory. Even when the premise is appealing, the experience can frustrate teams who expect clean puzzle logic, polished set work or smooth safety comfort throughout. It is the kind of room that benefits from honest expectations as much as from quick solving once the clock starts.
Shortlist Trials of Osiris only if your group specifically wants to complete the Take The Exit set, enjoys Egyptian themes and accepts that this may be uneven. Choose another room first for a first visit, a polished tomb adventure or a team with low patience for unclear lock routing. This is a caveated listing, not a push. That caution is part of the room's honest usefulness here. Treat that as a warning label rather than a reason to invent praise.
Trials of Osiris compares as a heavily caveated Egyptian room: thematically appealing, occasionally interesting, but weak on clarity and consistency. Choose it when puzzle density and distinctiveness matter more than pure spectacle, while tension is a secondary part of the appeal.
Premise
Follow Howard Carter into the unfinished Trials of Osiris.
Play Style
Traditional locks and puzzle routing inside a pyramid frame.
Strength
Some later meta-puzzle moments may land.
Caveat
Signposting and comfort issues are significant.
The pyramid idea outruns the execution.
PremiseThe later ideas may be stronger than the route.
FinishUnclear lock routing can dominate the memory.
CaveatBook your mission.
Spots can change quickly. Gather your team, compare options, then choose the room that best fits the night.
