WeaknessesReports of reset mistakes and slow assistance can stall momentum. Puzzle logic and flow feel patchy in places, with some locks and steps that allow accidental bypasses. Story connections don’t always make sense.
StrengthsRich historical setting, lots of content for mid‑to‑large teams, and satisfying aha moments when the more left‑field solves click. Friendly, playful GM support and an interactive element add charm.
SecurityStandard briefings and a safe set, though occasional reset errors have led to idle time and confusion. Nothing physically intense or frightening is noted.
Level of fearNot scary; it plays like a historical adventure rather than horror. Suitable for families and teens, with guidance for newer players.
Actors' gameMany mention fun back‑and‑forth with the GM, and an NPC element that spices things up. When staff are present, they add energy; when they aren’t, the experience can wobble.
Quality of riddlesA wide spread from straightforward to very lateral, sometimes drifting into unclear or flukable territory. Variety is strong, but cluing and flow could be tighter, and a few puzzles feel disconnected from the narrative. When they land, the solves are genuinely satisfying.
PlotYou’re dropped into 1880 Glenrowan to chase the Kelly Gang’s last stand and hunt for a symbol of courage. The theme is cool, but some players find the story links to individual puzzles a bit thin.
Difficulty levelOverall medium‑to‑hard, with spikes that can trip up newer groups. Works best with 4–6 players who don’t mind lateral logic and are comfortable asking for nudges.
Reviews