WeaknessesA couple of reviews mentioned sparse puzzle count with overly layered sequences that punish a single misstep. One group hit a missing-paper reset error, and another noted unsolicited hints at the start. The first room’s set is more basic compared to the impressive second room.
StrengthsEngaging theme with a brisk 1989 cartel chase and an immersive second space that pulls you in. Hosts are attentive, friendly, and helpful without being overbearing. Puzzles feel smart and different from the usual fare.
SecurityNo safety concerns mentioned; standard briefings and clue support throughout. Staff seem attentive and quick to help if something’s off.
Level of fearNot a horror room—more crime and urgency than jump scares. Good for teens and up who can handle a tense theme without fright.
Actors' gameNo live actors reported. Game masters get consistent shout-outs for being welcoming, responsive, and knowing when to step back.
Quality of riddlesGenerally inventive and satisfying, with a mix of logic and multi-step paths. Difficulty is on the higher side but solvable, especially with a nudge or two. One-off issue with a missing paper was noted; otherwise the puzzle logic felt fair.
PlotYou’re racing through a Bermuda office in 1989, chasing evidence to expose El Alto and his corrupt ties. The pressure is on to piece together proof before everything vanishes again.
Difficulty levelLeans medium-hard; experienced teams often clear it with time left. Newer players can still make it out with a few well-timed hints.
Reviews