
scoobyfox
3 escape rooms
It was so fucking messy and we didn’t even finish
Mark as done to rate
You have 60 minutes to find what escobar needs, or your family will die. Can you save them? The year is 1993. You’re a mid-level Sicario working for Pablo Escobar in Medellin, Colombia. You receive news that Escobar is furious—one of his most trusted allies has betrayed him. In his rage, Escobar killed the informer, who happened to be the only one who knows where your boss’s money and fake passport are hidden. The DEA are on their way to the clandestine cocaine lab, and Escobar desperately needs his money and passport to flee the country, and he’s demanded that you find them. If Escobar doesn’t get these things before the DEA arrives, he’s sworn to murder your entire family in revenge. He’ll have no mercy on you, and neither will the DEA.
All ratings (934)
Very Positive

3 escape rooms
It was so fucking messy and we didn’t even finish

9 escape rooms
This was cool. Just the right amount of challenging and the end was so much fun!

121 escape rooms
This was such a cool experience. My group of 2 did both this and wrongfully convicted back to back. Both were so immersive and had maybe the best/most realistic sets I’ve seen in an escape room. There were also some really cool aspects I haven’t seen in other rooms. I definitely would recommend going with a larger group for both rooms. We thought that the puzzles could’ve flowed better and used more direction. For both wrongfully convicted and Escobar, the puzzles were very difference from a typical escape room and very much geared to keeping the experience as immersive as possible. I just think that the puzzles could be better and more intuitive overall. I enjoyed Escobar slightly more than Wrongfully but both were fantastic experiences and I recommend doing both if you’re in LA. Also, Carmen was such an awesome game master. She was so attentive and helpful throughout the entire experience!
Yes
Hard
4
Not scary
No
No
Yes
Easy
Yes

137 escape rooms
What an experience. Top tier room. Like many rooms I did it solo. For sure bring another person. A lot to do and running around. Extremely immersive and detailed. Game master was amazing. Highly recorded this room. Want to play it again in a couple of months with someone else just to experience it again

43 escape rooms
Loved the atmosphere, the story line, the tactile puzzles, the scale, and the wide range of types of puzzles. Semi linear. Loads of fun! Just play it. More on the challenging side, which made it fun. You just need good eyes and good recall for this room. A group of 5 would be great (or 4-6 depending on skill). This room would be better as a 75 minute room. We asked for 3 hints, all at the end because we were running out of time. Once you get stuck, you really have to pick up the pace.
Yes
Hard
5
Not scary
No
No
Just stairs, and not everyone needs to climb it.
The stairs are checkered and multiple times, I almost missed a step because of the optical illusion, be careful
c
12 escape rooms
I had a great time here I’m ready to come back
This was a fun game
Loved the old school wind breakers took me way back to the 1990s
Great
Yes
It was surely interesting and even seeing spoilers I still had a great time
I loved it here also got good pics
Medium
Both
9
Not scary
21+
No
No
Very
Yes
Easy
Yes

79 escape rooms
For better or worse, Escape Revolution (E.R.) definitely has their own style. This is our 2nd room at this location (Prison Break being the other). I didn't have high hopes for this room, and by the end, I still had mixed feelings. While there definitely puzzles that I thought were solid and clever, there are also the issues I have with the two Escape Revolution rooms I've seen so far. tl;dr: flow issues & leaps in logic. 1) The least of the issues is that there is a lot of going back and forth between rooms. This is pretty normal, but you definitely notice it more when the set is on the larger side (add stairs, too). So this part isn't necessarily bad, but it is rough if you're falling behind on time 2) Imperfect flow. There have been times in both rooms we've done at E.R. where we just don't know what we're looking for or trying to do next. I think it was worse in Prison Break for us, but there were some moments of stuck in this one as well. 3) Leaps in logic. In hindsight, you can see how things sort of make sense. In the moment though, sometimes you have to reach a little more than you would in really well-designed rooms. Given 8 sheets of paper filled with a myriad of text, even after figuring out which sheet is important, you're left wondering what you need from that paper. Because you have 2 locks and 2 other physical pieces that take numeric input, and you don't have an idea of which one you need to focus on right now, much less which of the 500 digits you need from the paper. It's really open-ended. There are other small examples of this. After you're done, it might seem to make some logical sense, but in the moment, it wasn't near straightforward enough for progression. We fell behind from the start and ended up asking for clue after clue to keep moving, which I've never had to do and not how I ever want to escape a room. This was most likely the most clues I've ever had to take. Sometimes we were stuck, but as things went on, we really just knew we were running out of time and couldn't waste more time if we wanted to see the whole game. The positive: the set design, puzzles, and storyline were cohesive. Those parts were well-designed. The puzzles and flow themselves were where my issues were. But being in the space and set was very fun and definitely put us in the right atmosphere. Final thoughts: As with any E.R. rooms, the first issue is they start the timer as soon as you walk through the door with your game master. You put away your stuff in lockers. Then the GM gives a speech about the background story and basic rules. Then you might ask questions. By the time you actually get going, you're already 5+ minutes into your 60 minutes. Poor business decision for escape rooms. This room has its perks and fun puzzles and some "A-ha!" moments that people would love. I'd recommend a large group looking to have fun and not expecting the most brilliantly logically designed room. Casual players looking for an immersive set experience will enjoy this. Don't get stuck on one puzzle for too long and don't be afraid to ask for hints because there is a decent amount to do and a lot of back and forth. Most of the objectives take X amount of time to do no matter how good you are so that's another reason you can't waste too much time wandering cluelessly.
Mixed feelings. Imperfect flow for me, but fun set and storyline.
This is the biggest highlight of this escape room. Set design, props, overall immersion between storyline, puzzles, and set.
GM gave us our clues very promptly.
Yes
Definitely different and interesting storyline.
Great integration
Hard
High tech
A mix but more mechanical. There are a few locks and other mechanical components, but a cool integration of some mechanical components and tasks.
5
Not scary
15
No
No
Somewhat
One set of stairs you might take a few instances, and a decent amount of back-tracking rooms
Yes
Limited
Yes

133 escape rooms
First and foremost, the sets in these rooms are phenomenal. In beautiful escape room fashion, the doors are well-hidden and puzzles are crafted where you don’t know what’s gonna open when. There were a few really memorable moments and exemplary ideas for puzzles but overall the puzzles were either okay or made me frustrated because it seemed like our game master had to steer us there because no one ever finds it on their own. However it’s a double edged sword because we were guided in some spaces I knew we could solve but we also wanted to see the whole room, so take that with a grain of salt. A vibrant setting with puzzles that fit the theme, very well done.
Yes
Hard
High tech
Not scary
No
No
Somewhat
Yes
Easy
Yes

76 escape rooms
At first sight I loved this room, very immersive. But it didn't take long to start losing enthusiasm. We are an experienced group that typically do escape without any hints and in quick times. That was not the case with this room. Many of the puzzles just felt slightly beyond what you'd expect. There were elements that didn't work quite right that slowed things down. Our frustration turned into us asking for more hints than we'd like. When we finished the room we asked how many people co Plate the room without hints and were told we did way better than most! In my opinion, if everyone needs a lot of hints to complete a room, then it's bad game design, not bad players. If you go to this location, do Prison Break it's outstanding, but this particular room was not enjoyable.
No
Expert
Mechanical
6
Not scary
Yes
No
Not at all
Yes
Easy

54 escape rooms
Overall, it was a really fun room. The production value was fun and the puzzles were varied. Soph, our game master, was super kind and they didn’t give too many hints

5