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JonBoy
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Morty score
20
Escape rooms
20
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9
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JonBoy
Jon Boy
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Experiences (20)
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Escape rooms (9)
Community score
D-Day for Devon
Devon Escape
Escape room
IRL
Very nicely decorated room, although small. Couldn't have more than say 5 at a squeeze. The puzzles were immersive and a good challenge, very much themed around the wartime plot. There was a good bit of fun at the end, but no spoilers.
Hostage
Blackout Escape Rooms
Escape room
IRL
The room is great fun. It isn't "scary", but it's tense - you're handcuffed to a pipe/post/desk, there's clear signs of what has happened to previous hostages, there is motivation to get out quick. It's a good, fun, room with a fair few challenging puzzles and quite active too. We really enjoyed this one and would recommend to more experienced players, not a first time room for sure.
Breadcrumbs
Escapism Plymouth
Escape room
IRL
This room is loosely based on a Hansel and Gretel theme. It's a fun room, but the only room I've failed to escape! I don't do spoilers, but my hint would be not to overthink it! We did, which was ultimately our downfall. Not entirely linear (good) and not entirely about codes or padlocks, although these do feature. I am keen to try again. The room is well-decorated, fun, somewhat immersive and the GMs at Escapism are a great bunch.
Radioactive
Escapism Plymouth
Escape room
IRL
Great science/tech experiment gone wrong-type room. We had fun with this one. The room is quite linear and there are a lot of locks to crack, but also a fair amount of more immersive puzzles and three small rooms within the room. It had a couple of trickier puzzles which I've learned from for other rooms and there was need to use various communication methods within the room to progress. Good fun and only two hints needed.
Forge
Escapism Plymouth
Escape room
IRL
I don't remember the date we visited, but it was one of our faster escapes. Forge turns you into a castle smith, and a sword has been made for the King. You have to find the clues and the sword, with an optional added challenge at the end. The room has what they call dynamic difficulty, i.e. the room itself is reasonably easy, with the option to add a slightly harder challenge on at the end. We finished the main room in just over half an hour, so added on this extra for a bit of fun.
Legacy
Escapism Plymouth
Escape room
IRL
We completed this room in the dark, using only torches. It was all the more immersive and spooky as a result. Really fun room and out in the nick of time. Multiple routes to success. Needs 3-4 for a faster time. One of their harder rooms.
Hell In A Cellar
Hell in a Cellar
Escape room
IRL
This was the first escape room I'd done, several years ago, underneath the old city courts complex in Bristol. It was highly immersive, full of role actors and really good fun. The story was great, you start off handcuffed, being led into the cell with a sack on your head. It is pitch black and you have a weak torch to start with. A real "horror" escape room. We did it as part of a stag party - it was a great game and I would repeat, now that I've forgotten how to do most of it.
Witchcraft & Wizardry
Escape Plymouth
Escape room
IRL
Fun room. One of their easier ones, loosely based on a school near Dufftown that can be reached by boat or thestral. It requires a reasonable amount of lateral thinking and communication, and doesn't contain too many codes which is more immersive.
Templars
Trapped Escape Room Okehampton
Escape room
IRL
In line with other reviews I've read. The room itself was beautifully crafted. It looked lovely. It was clearly based on the Kingsman films, although I've not watched them. This has the potential to be a superb room, but for us it sadly wasn't. I've thought hard about whether this is because we didn't get out or whether it's the game itself, and to be honest it's the latter. We have failed to escape one room before and still enjoyed it (in fact we want to have another go), but this one we didn't really enjoy at all. It started with a briefing by the GM. The GM was in character and explained that there are no locks or codes to find (there was at least one or two codes, but no locks) in the room. He said the room was linear and not to go off looking for things and pulling things out, because we wouldn't need to (hint: you really do or you'll lose). He advised to take instructions literally and do as they say and you won't go wrong. Like many other reviewers, including enthusiasts/review site hosts, we did go wrong. Once we started, the first codes to crack were ok, but then we got stuck on a clue which we were taking literally, as instructed. I'm not going to spoil the game for those who wish to try it, but this set the tone for the rest of the game. The puzzles were lateral thinking ones rather than mechanical and the game was immersive. The puzzles appeared to have been written to suit the personality of the host, rather than ones that anyone could work out. In the debrief afterwards we both felt a "it makes sense to me, why not to you" vibe from the GM, and during the game we were told that there wouldn't be contact from the GM - if we wanted a clue we'd ask. The opposite was true and he called us several times. My partner didn't want to speak to the GM after the second call to her - she felt the GM was abrasive and rude to her. We did miss several hints and it's important to acknowledge that we missed several bits of the game during normal gameplay, rather than this just being a diatribe at the room/host. There was a point however where we realised that something was amiss and that we were bound to fail. Our enthusiasm for the room dropped off after that. What became apparent afterwards was that the GM must have known we would fail at a similar time (no spoilers, but we didn't have what we needed to progress). Some objects were hidden in places we didn't explore because we were told at the start not to go pulling things apart looking for things. This was contradicted in the debrief. What would have been better would have been an instruction at the start to the effect of - unless it has a sticker saying otherwise, it's part of the game. In all, we were disappointed and won't be going back. We feel that if so many reviewers, including some serious enthusiast's, are united on our views, we can't all be wrong. Maybe change some bits around and this game could be as good as it looks. Also, don't put your homemade merchandise in the room and advertise it - it's confusing.
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