WeaknessesAged set pieces and lock-heavy, hide-and-seek moments dull the shine, with the narrative often fading into the background. Reports of sticky mechanisms, mixed messaging about force, and the occasional mechanical hiccup. Space can feel tight for bigger teams.
StrengthsVaried, mostly logical puzzles deliver a steady rhythm and some satisfying solves. The head-to-head setup is a standout for groups, and GMs get props for being friendly and helpful.
SecurityBriefing emphasizes brains over brawn, though a few elements felt stubborn; when in doubt, ask for help. One group hit a mechanical misfire, but staff intervened and kept things safe.
Level of fearNot scary—more detective noir than fright night. Suitable for families and teens; nothing graphic or jumpy.
Actors' gameNo live actors; interaction is mainly via a responsive GM. Staff support is consistently praised and keeps momentum up.
Quality of riddlesA broad mix skewing old-school and lock-based, generally fair with a decent flow. Some steps land out of order or need a nudge, and a couple of solves may require more pull than the brief suggests. The final puzzle splits opinion.
PlotYou’re undercover in a bootlegging joint, collecting evidence to nail a crime boss. The theme sets the scene, but the story often takes a back seat to the puzzles and the ending can feel disconnected.
Difficulty levelPlays like a medium—newer teams will be fine with a few hints, while veterans may clear it with time to spare. Sweet spot is 2–3 players; larger groups risk bottlenecks.
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