Reviews

Mission: Mars

Mission: Mars - CLOSED

The Escape Game - Berry Hill

  • Escape room
  • IRL
Ruins: Forbidden Treasure

Ruins: Forbidden Treasure

The Escape Game - Berry Hill

  • Escape room
  • IRL
The Depths

The Depths

The Escape Game - Irvine

  • Escape room
  • IRL
Special Ops: Mysterious Market

Special Ops: Mysterious Market

The Escape Game - Opry Mills

  • Escape room
  • IRL

𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿

Sabotage

Sabotage

The Escape Game - Opry Mills

  • Escape room
  • IRL
Frankenstein: The Awakening

Frankenstein: The Awakening

60 Minute Escape Game

  • Escape room
  • IRL
The rooms at 60 Minute Escape Games are as good as any rooms I've every played. The design is beautiful and immersive. They are intentional about stimulating all five senses including smells. Their generation two locks were clever, and even though a few of them didn't work perfectly on the first try, they were incredibly fun to unlock. The props and design are incredibly impressive, and the multilevel design allows them to make huge rooms without using a lot of square footage. Their hints are clear and helpful, and the game masters obviously love their rooms. When we arrived at 60 Minute Escape Games, I parked in a spot right by the front door that had a sign with their logo on it, but Billy pointed out to me that the sign said the space was reserved for the owner of 60 Minute Escape Games and threatened to tow anyone else who parks there. When we went inside, Billy asked to use the restroom, but they wouldn't allow him to use the restroom until after he signed a waver. We all like to use the restroom before we play a room, so we started walking back toward the restroom, but the host told us they only allow two people in the restroom at a time. When we entered the incredibly impressive rooms, we started looking at the details as the game master gave us instructions, but the game master told us to look at him while he tells us the room. Unfortunately, it felt like the owners of 60 Minute Escape Games care more about their rooms and their rules than their guests. Frankenstein is incredibly well designed. I've never seen a room that uses lights as well as this room. They used LED lights to point us in the right direction, provide light to see props and puzzles when necessary, and make successes more obvious, but when we walked in the room, most of those lights were off. That made the room more immersive, and the lights came on as the story and progress called or them. The final Frankenstein prop was beautiful, huge, and scary. Their use of electricity and sound to make it feel like the monster was coming to life made the moment incredibly immersive. The room was very large, and exploring it was a lot of fun.
The Blind Pig

The Blind Pig

Murfreesboro Escape Rooms

  • Escape room
  • IRL
High Noon

High Noon

Murfreesboro Escape Rooms

  • Escape room
  • IRL
Pharaoh's Chamber

Pharaoh's Chamber

60 Minute Escape Game

  • Escape room
  • IRL
Apt A / Apartment A

Apt A / Apartment A

Murfreesboro Escape Rooms

  • Escape room
  • IRL
The Grand Illusion

The Grand Illusion

Extreme Escape Games

  • Escape room
  • IRL
Extreme Escape Games in Franklin, Tennessee has the best team-building escape rooms I've ever played. Their rooms require more teamwork than most rooms, and their experience debriefs are by far the best I've ever seen. At most locations, the end of the room is the end of the experience. That is definitely not the case at Extreme Escape Games. They spend 10 or 15 minutes after the way in a debrief theater where they remind the team of funny things that were said in the room, give feedback about strategy and performance, and much more. They even have a party rooms that can be used for corporate gathers or other parties. In addition, their rooms and puzzles are very well designed. The owners of Extreme Escape Games have a tremendous amount of experience in building immersive environments because they build haunted houses. Their rooms have elements that I haven't seen in other rooms, and I assume that's because they brought those elements from the world of haunted houses. The Grand Illusion is a beautiful room with four areas that get increasingly impressive as you discover them. The room requires teams to spread out but continue to work together. It's a bright room with a beautiful design. The laser room is incredibly impressive, unique, and fun. Very few rooms are cool enough to remove me from my competitive, rushing mode long enough to just sit back and enjoy the room's design. The laser room accomplished that. The stage area is beautiful, and the transition from the stage room to the laser room is very fun. The story of the room is not impressive or memorable, but that is because the designers chose to focus on the puzzles and the design. I loved that the game host stayed in the room stayed in the room with us, added surprise immersive elements along the way, gave hints, and took notes about our experience. I highly recommend this room, and I wish we had time to play their Quarantine room while we were there.
The Storykeeper

The Storykeeper

Locurio

  • Escape room
  • IRL
The Cabin (Original)

The Cabin (Original) - CLOSED

Escape Hour Gig Harbor

  • Escape room
  • IRL
The Cabin Trilogy is without a doubt the scariest room I've ever played, but amazingly, they have a non-scary version. If you call ahead, they can offer you the same room without the scary elements. I even got chills while they were introducing the story. Before you enter the room, you stand in a dark hallway outside the room where they tell you the story. This allows your eyes to adjust to the darkness of the room, and it provides a spooky element before the clock even starts. The room has a lot of generation one locks and simple generation one puzzles, but it's so scary that it's hard to focus on the puzzles. We spent a lot of time running from area to area, but we were scared to go into a new area, because we didn't know what would be in there. I don't want to say much about this room because the element of surprise is so important to its design, but I will say that the room is more linear room than many rooms that I play. That linearity aids the immersiveness and scariness of the room, and it allows players to experience all of the puzzles. That's one of the reasons that I think this room is a great room for a small group. Yes a larger group would have a lot of fun doing this room, but I actually think that a smaller group would have more fun in this room. I love the hint mechanism of this room. You don't have to carry a walkie-talkie or run to a stationary hint requesting device. I won't give a lot of details, but the hints are spooky, easily accessible, and helpful. Because there are some small areas, some dexterity is helpful in this room, and it's important for players to pay close attention to all the details in the room. The scary distractions will cause you to think that details are only there to add to the design, but like the other great rooms at Escape Hour, everything in the room has a purpose. Because the story of this room is the first episode in a trilogy, I was nervous that the room would have a cliffhanger ending, but that did not happen. The ending was exciting, and the game master came into the room to celebrate our success and actually debrief the experience.
Spell Struck

Spell Struck

The Escape Artist - West Seattle

  • Escape room
  • IRL
Curse of The Mayan Ruins

Curse of The Mayan Ruins - CLOSED

Escape Hour Gig Harbor

  • Escape room
  • IRL
Escape Hour is one of my favorite escape room companies, and their Gig Harbor location is incredibly impressive. The hospitality, creativity, immersiveness, cleanliness, and excellence are up to Disney World standards. Their storylines are clear and creative. Their puzzles are intuitive and well-connected to the story, and the room designs are meticulously crafted to immerse players in the world they are created to portray. Their spacious lobbies are impressively designed to introduce players to the story before the room begins. In the lobbies, there's a store with a lot of branded merchandise, a clean restroom, and a nice backdrop for post-room photos. The hosts obviously love their jobs. They are proud of their company, and they are excited for people to get the opportunity to experience their rooms. Escape Hour has one of the best escape room websites I've ever seen with beautiful artwork, intuitive navigation, and a lot of information about each room. They are very active on social media, and they do a great job of staying connected to their fans. Their puzzles and supplies work every time, and hint giving is clear and generous. They do use a lot of generation one locks, but their generation two locks are strategically placed to add immersion where the generation one locks remove it. Their rooms are too dark for my taste, but they do provide flashlights/torches. The hosts who tell you the story of the room aren't incredibly dynamic, but the rooms themselves do a good job of telling the story. The rooms have exciting climactic endings, and the host takes time to celebrate with you when you succeed. In fact, they take it one step farther and ask, "what was your favorite puzzle?" I love that! The game master actually takes time to talk through the room with you. They'll even gave us some behind the scenes information when we asked. The Curse of the Mayan Ruins is one of the best rooms I've ever played, largely because I love Indiana Jones! There's no one thing that makes the room so good, but it's just a lot of fun. It's the whole package. They did everything right. The physical challenge was actually a challenge, and the design is excellent. Everything, from the walls to the floor, was meticulously designed and integrated into the story. There is a great overlap between puzzle elements and design elements. The props and design elements are only props and design elements until you realize that they are actually puzzle elements. They hit a perfect balance between puzzle room and immersive experience. The immersive story compliments the puzzles well, but they don't take away from the puzzles. The puzzles and theme are just a lot of fun. I really like doing rooms with only two or three people, and this room is great for a small group. There are multiple nonlinear elements that allow multiple players to simultaneously work on a puzzle, but it creates good bottlenecks that bring players together at transitional moments. I rarely love rooms with this many generation one locks, but they were able to create generation one puzzles that actually fit the theme. The room had one of the most challenging logic puzzles I've done in a room, but it was doable. When you complete it, you have a great feeling of accomplishment and pride.
The Cure

The Cure

Enigma Escapes WA

  • Escape room
  • IRL
Enigma Escapes is in Tacoma, Washington. The Seattle area is absolutely beautiful, but Tacoma is not as pretty as other areas. Parking at Enigma was cheap and easy, and navigation to the location was easy. The lobby is large, and the staff was hospitable and helpful. There are four rooms at Enigma. The experience for each room begins in their lobby where you watched a video. The video was played on a tv that should have been much larger, and it covers rules, instructions, and the story, all in one video. The video actors and set designs were pretty weak and cheaply made, but when the video ends, an actor comes running into the room in full costume. That actor builds excitement that immediately immerses you in the story of the room. The live actor element after the video in the lobby was a very nice touch to add immersion. The Cure is a pretty basic room with a lot of generation one locks, but it is a lot of fun. This is actually the kind of room that made me fall in love with escape rooms. It's all about the puzzles. There were a few very creative puzzles, but for the most part the puzzles were not very unique. Designers in most rooms seem to have a lot of difficulty integrating generation one lock puzzles into the story, but these puzzles fit the theme well. The story itself was not unique, but there were two puzzle tools in this room that I've never seen before. As with most rooms that require you to use a walkie-talkie for hints, communication was easy, but the hints were too vague and not customized to our situation. Everything in the room worked well, and we had a lot of fun running around the room to solve some of the puzzles.
The 13th Floor

The 13th Floor

The Escape Artist - West Seattle

  • Escape room
  • IRL

𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿

Sorcerer's Rescue

Sorcerer's Rescue

Enigma Escapes WA

  • Escape room
  • IRL
Evil Dead 2

Evil Dead 2 - CLOSED

Hourglass Escapes

  • Escape room
  • IRL
Hourglass Escapes Seattle is a small escape room in downtown Seattle. It's only a half of a mile from the Seattle Space Needle and one mile from Pike Place Market and the original Starbucks. Even though the location is downtown Seattle, we were able to find free parking right down the street. It's quite small, and the lobby is more like a hallway. The hosts are hospitable and clear, but they leave th immersion and acting to videos. Like most of the rooms in the Seattle area, Hourglass Escapes prioritizes enjoyment over competition. I love that. They will help you complete a room with clear and plentiful hints. They give plenty of clues to help you connect puzzles to the locks they open. They don't add red herrings, and in the dark rooms, they provide plenty of flashlights/torches. The most well-known room at Hourglass Escapes is the Evil Dead 2 room. It is one of the few rooms that are officially licensed by a movie, and it is obvious why the Evil Dead franchise trusted Hourglass enough to put their name on this room. I have never played a room with better production quality than the Evil Dead 2 room. Players do not need to see Evil Dead 2 before playing the room, but watching the movie first might make the experience more enjoyable. The locks and puzzles were very well integrated into the design of the room. With primarily generation two locks, they are able to create the feeling that you are interacting with a spiritual world. The room is very nonlinear. It can be completed by two experienced players, but the room would work well with four people because there are almost always multiple puzzles that a team can work on at any time. That allows the team to divide and conquer. Overall, this room is just a lot of fun. We laughed. We were scared. We enjoyed the puzzles, and the climactic ending left us with a memorable celebration moment.
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