Operation: X-13
Escape room 12+

Operation: X-13

4.45
3 - 8 people60 minutesMedium
Uncover the secret formula X-13 of the Cybortek corporation, set to transform people into killers! Can you break into their HQ and save humanity? Experience the prequel to Sector 13 - Operation: X-13!
Large groupsBeginnersWith children

Medium
Not scary
Without actorsActors
EnglishGame language
About the escape room
You have discovered the enigmatic Cybortek corporation has been developing a formula, known as secret formula X-13, which they plan on using to genetically engineer normal people into killing machines for mercenary groups around the globe. You have learned the secret formula is being stored in their headquarters before it is sent to their secret lab for manufacture. Can you sneak into their headquarters and steal the formula while there is still time? The events of this room take place soon before those in Sector 13. If you have played Sector 13 you need to experience Operation: X-13. There are several tie-ins but the experience and all of the puzzles are completely different.
AI
Brief assessment
Navigator AI
Come for the spy-thriller feel with live GM roleplay, earpiece comms, and sneaky tasks that make you feel like you’re actually on a heist. Puzzles land at fair-to-challenging, and you’ll get bonus content if your team burns through the main mission.

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Location

Paid Parking
Wifi
Wardrobe

AI Overview

AIPlayers consistently praise the in-character game masters, interactive moments, and mission-style tasks. The office-set theme divides opinion: some find it immersive for espionage, others call it plain. Puzzles are generally logical but the room shows some wear, with occasional reset issues, missing effects, and a radio hiccup reported. Bonus puzzles are common if you finish early, though a few felt they undercut the finale or flow.
WeaknessesThe set leans very office-y, which some found dull, and there are reports of worn clues, imperfect resets, and a nonfunctional radio at the start for one group. Flow can wobble, and bonus puzzles sometimes interrupt the climax. A few players mention paper overload and one softlock that needed GM help.
StrengthsStandout GM performances and NPC interactions elevate the story and sell the covert-op vibe. Tasks feel purposeful to a break-in, with comms, roles, and cutscenes that keep tension playful. Many teams say the puzzles make sense in context and deliver a satisfying mid-level challenge.
SecurityBriefings and GM oversight keep the mission controlled, even with props like a briefcase handcuff. Communication is via earpiece, and staff can intervene if something jams, though one group did report a softlock that needed a manual code.
Level of fearLow scare, more spy tension than horror. A GM may enter the room and trigger consequences, which can be startling but not intense, so families should be fine with a heads-up.
Actors' gameGMs frequently play characters, improvise, and guide via earpieces, which many cite as the best part. One team noted the radio setup missed at the start, but overall staff energy and interaction get strong marks.
Quality of riddlesA mixed bag of logic, search, and tech, including a Linux-style terminal, with most clues reading fair and on-theme. Difficulty trends medium; tech-savvy players can shine. Some elements need TLC, from worn inputs to a couple of non-intuitive or finicky steps, while bonus puzzles range from okay to filler.
PlotYou’re infiltrating Cybortek to grab the X-13 formula before it ships out, a corporate-espionage caper with light tie-ins to Sector 13 but a standalone story. Expect sneaking, consequences for missteps, and an on-mission feel throughout.
Difficulty levelSolid medium. Beginners can manage with hints, but a tech-comfortable teammate helps; small groups reported success and sometimes finished fast enough to unlock extra content.

Reviews

Review author's avatar
Chris H.
Beginner
4
A solid espionage room with an office setting that fits the theme even if it isn’t flashy. Character moments and a little dress-up add charm, and our GM was on point. Puzzles tracked well, but the room needs some love—one prop showed obvious answer wear and we think an end sound cue was missing. We actually finished the main mission around 35 minutes and got stopped mid bonus puzzle at 60, which f
15.05.2025
Review author's avatar
K. Nguyen
Beginner
4
Great mission-style tasks that keep everyone busy, plus cutscenes and playful penalties when you botch a code. The GM-in-character comms and assigning roles made it feel like a real op. We finished quickly and got adaptive bonus puzzles, which were okay but pushed the big finale back. Still had a good time, just not one I’d travel across town for.
28.06.2025
Review author's avatar
Benji
Beginner
3
I wanted to love this after Rabbit Hole, but a couple puzzles misfired and my radio wasn’t working at the start, which the GM admitted should’ve been set up. Early on there were piles of papers that felt messy and confusing. The concept is cool, but having extra puzzles only if you’re fast was frustrating—I’d rather it be part of the main line.
21.10.2025
Review author's avatar
Ian P.
Beginner
4
If your group has someone techy, they’ll eat this up. The GM’s roleplay sold the mission, and the tasks felt purposeful rather than random locks. It’s not a showpiece set, but the gameplay carried it for us.
03.05.2025
Review author's avatar
Marina K.
Beginner
4
Felt like a real heist with consequences when we messed up a code, and I loved the cutscenes. We used a few nudges over comms and still felt accomplished. Bonus content was fine, not mind-blowing, but we walked out smiling.
02.05.2025
Review author's avatar
alex_89
Beginner
3
Puzzles were decent and mostly made sense, but the office set felt super plain and we hit a couple reset snags. The terminal bit was cool though, and the GM did a strong job keeping us in the story.
26.07.2025
Review author's avatar
Sam T.
Beginner
5
Loved the covert vibe and the GM’s in-character banter through the earpiece. Our team zipped through the main mission and got bonus puzzles, which was a neat cherry on top. Nothing scary, just sneaky fun with a couple of gotcha moments.
30.05.2025
Review author's avatar
Jamie R.
Beginner
3
The room needs an update. Set dressing felt thin and a couple puzzles were rough around the edges. The saving grace was the character interaction, which was genuinely fun, but the game itself could use a polish pass.
20.12.2025
Review author's avatar
Mira P.
Beginner
4
Didn’t flow as smoothly as other Trapped games I’ve done, but the prop use and GM interaction made the scenario feel alive. Spotted the Alien nods, which was fun. With a refresh on a few puzzles, this could really pop, and it was still worth the visit.
21.11.2025
Review author's avatar
Sasha M.
Beginner
5
We duo’d this and had a blast. The highlight was bantering with the GM as an NPC for a few minutes—it totally made the mission feel real. Gameplay overall was solid and nicely challenging for two.
23.08.2025
Review author's avatar
Guest
Beginner
3
Honestly, I didn’t feel immersed and the office set was a snooze. The puzzles were fine in hindsight, and the Linux terminal moment was slick, but overall it read like a bundle of tasks more than a world I believed in.
17.05.2025
Review author's avatar
Ava L.
Beginner
4
Super fun run for us. We cleared the main thread in 26 minutes, then got bonus puzzles to fill the hour. The GM enters the room at one point, which startled me but wasn’t scary. Nice touch to extend the experience.
03.01.2025
Review author's avatar
Lena✨
Beginner
3
Some worn clues and a radio that didn’t connect right away took the shine off our start. Once rolling, the logic clicked, and the actor save at a jammed moment was appreciated. Fun overall, just needs a tune-up.
27.06.2025
Review author's avatar
TechDad
Beginner
4
Really enjoyed the mid-game twist and how the GM carried the theme from start to finish. Puzzles sit at a medium level, and no one super techy in your group can make parts tougher. I’d suggest it for intermediate teams.
25.03.2025
Review author's avatar
Dylan W.
Beginner
3
Not a bad Trapped entry, just pretty bare-bones for my taste—maybe the office vibe isn’t for me. We even managed to softlock and needed the GM to give us a code to get back on track. One teammate was cuffed to a briefcase the whole time, which was novel but not my favorite mechanic.
18.08.2025

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