WeaknessesHints arrive via a timer screen and can’t always be requested on demand, which some find frustrating. A physical coordination puzzle can feel grindy and a couple of late elements read off-theme. There are isolated reports of setup errors, minor tech hiccups, and venue noise or smell.
StrengthsTop-tier set design and props sell the speakeasy fantasy from the first room to the last. Puzzle variety is excellent, blending classic locks, responsive tech, and satisfying hands-on tasks.
SecurityStandard briefings and a well-kept set make it comfortable to play, with light physical elements that require coordination. If mobility is a concern, let the venue know in advance for guidance.
Level of fearNot scary; it leans into atmosphere and mystery over horror. Suitable for families and teens, with challenge coming from puzzles and light coordination rather than frights.
Actors' gameNo in-room actors; interaction is mainly environmental, with GMs supporting via on-screen nudges. Many praise friendly hosts, though attentiveness and enthusiasm vary.
Quality of riddlesInventive and fair with a broad spread from deduction to tactile teamwork, including a memorable coordination task. Most solutions feel logical with clear feedback, though a few could use stronger signposting. Expect a healthy mix of traditional locks and electronics.
PlotYou’re slipping into a clandestine 1922 speakeasy to uncover the Green Fairy’s secrets before the police shut it down. The story carries through the spaces, though a few felt the finale strays from the core theme.
Difficulty levelMid-to-high but approachable, with one skill challenge that can stall teams. Veterans will enjoy it with two to three players; newer groups are best with four to five.
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