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You are the returning crew of the rescue starship Evangeline. You were away on leave, but have been called back early due to a distress signal received from the starship Margo. Your mission, now that you are back on board, is to decrypt a hidden trail of information in order to piece together the Margo's secret flight signature. You must then find the Margo, figure out what happened, and attempt a rescue in deep space. Halfway through your mission, the straits are dire and the plot has thickened. The clock is ticking down to an explosive end, but will it be your own? You must work together to fulfill your original mission, carry forth an unexpected legacy, and ideally, live to tell about it.
844 escape rooms
A challenging game with a modest story and very interesting, complicated set. Mixed feelings about this one as we played both Part 1 and 2 the same evening, so I’m writing one review to cover both, but giving different ratings to the two parts. Both parts contained challenging puzzles with limited signposting. Part 1 was more story driven and manageable. Our team of three experienced players finished Part 1 with five minutes to spare. The end of Part 1 felt abrupt, being mid-story, which worked but lacked an a-ha moment. Could have been more like a cliffhanger, but wasn’t. There were some cool mechanical special effects in Part 1 that have to be experienced! The expectations for Part 2 were HUGE. We didn’t come close to finishing and left very dis-spirited and somewhat overwhelmed by the sheer volume of things to do, even after the GM had suggested which challenges to focus upon first, we couldn’t get near the win state. Can’t fault the game, our team of 3 should have been 5-6 players! On the negative side, there were some puzzle parts that were extremely repetitive, especially some input mechanics. Signposting was limited—we had too much info, too many things in hand, to know which to use next or how to use it. At times we had to search for things that were not readily available, and once we found them, we didn’t know how to use them or even why to use them. Especially in Part 1, we had access to things we would not need until late in Part 2! Even with so much to do there were bottlenecks in linear fashion that caused big delays in progress, which really added to the frustration in Part 2, Plight of the Margo is an ambitious escape room that deserves kudos for attempting something big. It is a unique game in that sense, but ultimately I must say that it needs a revamp of puzzle structure, some updating of the flow in the set, or maybe consider being broken into a trilogy of standalone games using the same set.
Expert
6
Not scary
16
No
No
Somewhat
Kneeling on uncomfortable surface, crawling.
Ask GM for assistance. Crawling and kneeling, possible trip hazards identified.
Yes
Easy
101 escape rooms
Our group of experienced players did part 1 and 2. While I can see why so many people are drawn to it due to the high tech and beautiful first room.....it's just not worth the hype. There is no cohesive puzzle structure. Again, the room is beautiful but the gameplay just isnt there yet. The staff was very very friendly but you could tell they were also confused by the room and the puzzle structure. This was noticeable especially through hints and intro. It is nice that they save your progress for if you want to come back and try again but I just dont think a room should be so hard and confusing that even experienced players are struggling to make it through to the end in under 3 hours and that the game masters are struggling to clue it and watch the repeatedly breaking down elements. The staff were very kind about it when things broke. I personally would not be able to recommend this room to anyone else. However I do see the appeal in getting to see the aethetic design of everything. The idea of the room is amazing and I hope to go back in the future and hopefully see some progress being made.
21+
236 escape rooms
Loved the beginning half of this two part escape room. Half of the fun was exploring and discovering our environment on the space ship. We had fun dividing and conquering all the puzzles since they were not linear. The first half of the room being an hour and half, boy it flew so fast since we were so immersed. The second half, unfortunately, was not as fun and more frustrating. It came down to poor directions given on written clues, lack of clue giving when requested from the GM and interactive props not functioning properly. These two rooms are not ones I recommend for newbies to take on, but only veterans. Be delighted when playing the first room but keep expectations at bay with the second room.
No
41 escape rooms
Excellent room a lot of fun my only real caveat on it is that it has a few crawling parts so if you have bad knees be aware
We actually had a game play issue and the staff did an amazing job of resolving it and making it more then right
19 escape rooms
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
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“The props were great and there were so many things in the room that...“