WeaknessesSeveral groups hit preventable issues like a missed reset, a broken puzzle, or lights failing mid-game. A few steps require leaps of logic without clues, and veterans may find it not wildly original. Some overlap with Mission 1 reduces novelty for return visitors.
StrengthsStrong spy atmosphere with a playful corporate-villain story and tidy set dressing. Puzzles cover a healthy mix of types and feel satisfying when the tech behaves. Good energy throughout, with several teams calling it immersive and exciting.
SecurityNo reports of unsafe elements; physical demand sounds low. One team experienced a lighting outage, which was annoying rather than dangerous, and staff oversight was present.
Level of fearNot a scare show. It starts dim and moody but brightens; suitable for kids and cautious players.
Actors' gameNo live actors mentioned. Staff and GMs come across as friendly and attentive, stepping in when tech misfires or teams stall.
Quality of riddlesMostly fair, varied, and on-theme, though a couple of jumps in logic were noted. Flow is generally solid, but tech hiccups occasionally block progress. Mission 2 keeps two puzzles from Mission 1; the rest are new.
PlotYour team infiltrates an evil CEO’s office and safe house to stop a global tracking app before launch. Same environment as Mission 1 with a light, spy-adventure tone.
Difficulty levelBest for beginners to intermediates; families and newer groups will feel at home. Experienced players may cruise and notice the lack of novelty, though it’s still a fun speed-run target.
Reviews