Since 2009, librarians at U of T’s Engineering & Computer Science Library have offered a fun orientation-week scavenger hunt that regularly drew in dozens of first-year students, introducing foundational library skills. In 2016, however, participation dropped precipitously leaving librarians to ask ourselves how we could recapture the attention of undergraduates and ensure key library skills would continue to be introduced in those early days. The answer reached was a reflective process that challenged librarians to look beyond our own expertise and experience and reach out to colleagues in the Faculty of Applied Science and Engineering. A small team of librarians, faculty and staff was established and we began the work of reflecting on student success, curricular expectations, and what foundational library skills were needed to help meet identified informational needs driven by a demanding first-year curriculum. Our team decided to continue grounding these early learning outcomes in a gamified orientation activity. As engineering education is fundamentally about problem-solving our team agreed that drawing on the popular escape-room model would be a great way to embed our learning outcomes in a problem-based activity. A game narrative was developed both inspired by the 2017 frosh week Star Wars theme and the 40th anniversary of the Sandford Fleming Building fire of 1977. We hoped that by bringing together the technology of Star Wars and Skule (U of T Engineering Society) history, we would create a program that students would be excited to join. The new activity was strategically promoted, game play was extended to a full month, and the number of players reached close to 300. This presentation will discuss the reflective process that led to the creation of the game including consultation with stakeholders, narrative development, game ideation, and the successes and challenges of implementation in a busy research library without disrupting day to day operations