WeaknessesTesla connections are thin and some props feel worn, which can telegraph solutions. A mid-game lull and unclear handling instructions popped up for a few teams, and forced separation isn’t ideal for all groups.
StrengthsClever, well-signposted puzzles and an eye-catching mirror-room moment earn repeated praise. Theming and decor impress, and staff are attentive with nudges that land just right.
SecurityRules are standard and staff are attentive, though one team hit a mismatch between a ‘light touch’ rule and a large prop that actually needed moving. Temporary team separation appears, which may affect accessibility, so plan your roles ahead.
Level of fearNot scary and suitable for families and first-timers who don’t want horror. The tension comes from the timer, not jump scares.
Actors' gameNo live actors here, but GMs get strong marks for timely, encouraging hints. Interaction is mainly through puzzles and comms with the control room.
Quality of riddlesGenerally fair and logical; when something doesn’t click, you likely need another piece. Variety is solid, with a couple of tricky moments and a cool final sequence, though some teams leaned on hints and noticed wear giving away targets.
PlotRace to uncover Tesla’s hidden timeline switch before shadowy pursuers return, hopping through his study and secret passages. It’s a save-the-world romp with a science-flavored, mirror-room payoff.
Difficulty levelRated the hardest at this location, so veterans will feel at home while newer groups can still clear it with hints. Very large teams may feel cramped; small, communicative groups have succeeded too.
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