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Welcome to the White House where time is everything! There is an incoming missile attack, and the President is relying on your team to stop it. There is no time to panic. Your team must race against the clock to launch a counterattack before it is too late! You must work together to assemble a missile and activate the White Houseโs secret defense system to save the day. In the fast paced, action-packed game you will have to solve puzzles, work quickly and remain organized while effectively communicating with each other. Time is really of the essence in the Return of White House Down. Are you brave enough?
180 escape rooms
I actually loved this room. LOTS of puzzles and LOTS of non-linear stuff but the flow was super cool and I enjoyed this room a lot.
SUPER fun. the music makes everything seem very on-edge and it makes the room atmosphere even more intense.
Not scary
No
19 escape rooms
Loved being able to have a little more time added. A bigger room for two people, would suggest having at least one more person. Great gameplay overall , lots of puzzle which we enjoyed.
Yes
Multiple secret rooms
Hard
Mechanical
4
Not scary
18
No
No
Somewhat
Yes
Easy
58 escape rooms
Room was arduous and unintuitive, but had potential. Lots of โNOโ signs. Lobby was unmanned, no signage, no greeting. Another family walked in and was equally confused. Our Briefing was given to the wrong group. No apologies for such clumsiness. Host turned to us and finished the briefing, assuming we were listening to the first part that was directed at the other team. Host very gruff and seems a bit over it all. Afterward, Host talked to us in the room about the final puzzles with the door open, and next group seeing and hearing everything they were about to do. Use hints. The room has a LOT more puzzles than you think.
Iโm kind of between ๐ and ๐ for gameplay. Not totally intuitive. So many โNO!โ stickers on objects that itโs a bit silly. But then, there are things you ARE supposed to move, and/or use force on, but little to no indication or hint that you should โ in fact, intuitively you wouldnโt, for safety reasons. A few extraneous details that seem interactive and relevant but arenโt. Puzzles that are illogical, story-wise. Plenty of โWhy the hell would that be a lock code?โ moments, which I donโt mind in other rooms but for some reason seem especially immersion-breaking in a White House room with a heavy plot.
Not bad! They got the job done. Some good reveals.
Iโm a bit confused who, exactly, the GM was. The host and the walkie talkie were two do people. Most troubling about this whole experience was that for the first few minutes after walking in, nobody was present in lobby. No desk, no sign, just seating. Another family walked in and seemed equally confused. When the host woman arrived, we were not exactly greeted, welcomed, or even asked questions. She seemed a bit too casual and gruff about everything. She assumed our team rooms incorrectly, and when corrected, she continued to give our briefing for White House to the other team. When they told Host that briefing was probably for us, the Host turned to us and continued the briefing, assuming we had listened to the first part she mistakenly told the other group, which made us feel like an afterthought. Host then continued our briefing in the room itself, which spoils the immersion/ impact of the room. Her treatment of the experience was pretty careless, which isnโt a good way to start. However, the voice on our walkie talkie was a different person. It was a younger man. He was helpful, attentive, and direct. I wish we used more hints, as we had only two puzzles left before we lost the mission. Afterward, the Host talked to us about the end of the room and how the last two puzzles would have been done, which I appreciate, except the door was wide open and the next group for White House was waiting right there, seeing inside and hearing spoilers. The room itself was okay, not great, honestly little arduous at times. But the unprofessional treatment of the business is what made this a not-so-great experience for me.
I liked the plot, though simple, but the puzzles didnโt make logical sense. I think its cool to find clues in letters and documents, but having it boil down to math problems for lock codes doesnโt make sense for the story.
Hard
Not scary
No
No
Easy
61 escape rooms
We had a less than ideal experience both with playing the room and our introduction to the business. The staff seemed overworked, rushed, and not terribly interested/well trained with giving any semblance of a personalized experience. The room, while being inspired and pretty cool in some parts, is in dire need of TLC and some streamlining for the puzzles and flow. Weโre not inexperienced, and have played plenty of โhardโ (and I mean really hard) escape rooms and beaten them. I love challenges. The issue with this room lies in just how unintuitive and artificially time-wasting the puzzles are. Nothing really has a rhyme or reason. You just kind of float from one thing to another, without much forethought put into why (or how) anything really connects. Within the first minute or two, youโre essentially just unhooking lock after lock after lock in quick succession, becoming a guessing game which felt both antiquated and lazy, and very strangely out of character for the theme. Then it does a 180, and starts presenting puzzles that are strange, disconnected leaps in logic. Honestly, you canโt feel bad for not piecing them together without help or hints, as the business admitted a lot of people have trouble with this room (maybe a sign to update things?). I will say, I did love the theme, and the reveals are neat and somewhat inspired. Which is disappointing because this one has so much potential and could be really awesome, but its execution left a lot to be desired. Itโs in clear, desperate need of renovation and help. The room(s) actually felt kind of musty and dirty. Wallpaper is peeling, most every prop is really beat up and not maintained. A lot (ie: almost everything) in the room has a โNOโ label on it, or instructions relying too much on telling you what not to do, which is both immersion breaking and confusing when you actually โdoโ find something you should interact with (that also arenโt always glaringly obvious and kind of unfairly tucked away). The takeaway is this. I didnโt really have fun. Flow and consistency is this roomโs main enemy. It needs an overhaul to be a more focused, and engaging room. It doesnโt have to be made easier. It just needs to be thought out a bit better. And just touch it up a bit and replace the worn out stuff. I canโt really recommend the room in its current state. I will give Time Trap another shot in the near future and hope this was just a fluke.
Novel theme, poor execution. Disjointed, terrible flow.
It felt like the White House hasnโt been cleaned or maintained in about 20 years.
They did their best. I wouldnโt say it was good or bad. Just really not ideal. Itโs clear theyโre understaffed and not working in great conditions.
Very disjointed and should/could have been so much better.
Hard
Hard, but not in a good way. Itโs artificially difficult because of how poorly thought out the flow of the game is.
4
Not scary
10
Yes
Many parts of the set were not well maintained. Room(s) felt dirty and worn down.
No
Somewhat
You need to physically be able to move a large object at one point, and also be able to crouch/crawl very low at another point.
See above.
Yes
Easy
36 escape rooms
Family of 5 adults - lots of locks - fast pace. Great room for experienced players.
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