WeaknessesGenerally on the easier side, with one or two inputs that can feel non-intuitive or GM-dependent. The binoculars can be tricky for some, and a street-facing clue may be blocked in rare cases. A few guests mentioned slight set wear and a story payoff that wasn’t crystal clear.
StrengthsGorgeous, cohesive 1940s atmosphere with thoughtful lighting and sound. Varied puzzles using period props that feel fair and flow logically. Friendly staff and a solid experience for duos or small teams.
SecurityStandard briefing and a controlled environment with no hazardous elements. One observation puzzle uses a real-world view; staff can assist if visibility is compromised.
Level of fearNot scary at all and suitable for families and first-timers. No horror elements, just classic spy tension and puzzle-solving.
Actors' gameGame masters get lots of love for being friendly and supportive, though a couple of sessions felt less engaged. Interaction is light and hint-based; there’s no live-actor roleplay.
Quality of riddlesDiverse mix of mechanical and electronic, with clever use of era-appropriate gadgets. The flow is logical and readable, with several memorable reveals; the binoculars sequence is a highlight. A small number of steps may feel unusual in how solutions are input.
PlotYou follow the trail of Agent M, piecing together her intel to uncover what she was protecting and what mission remains. Most feel drawn into the espionage arc, though a few wanted a sharper ending beat.
Difficulty levelEasy to moderate, ideal for beginners, families, and duos, while still enjoyable for enthusiasts. Non-linear structure suits 2–4 players; experienced groups may move quickly.
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