A very, very Gen 1 room. Sparse decoration, some unclear clueing, almost entirely using traditional locks, sometimes prohibitively linear, more busywork than needed or fun (once you understand how to solve a puzzle, it takes way too long to get to the solution). The staff is positively delightful, but this room is easily the weakest of the three at this location.
A lot of counting and tedious tasks to slow you down. While there were some interesting connections to be made, it felt fairly disjointed. There was no sense of how close or far we were into winning, and the final solve was so anticlimactic that I literally didn’t know we had won until the GM entered the room.
Most of the set was very cheap and generic. Brick wallpaper was used in lieu of actual brick. While a telegraph was a unique prop, the game master triggered the solve state without me having solved the puzzle. A giant exit door that was in themed stuck out and really made this feel so very Gen 1. Also, hints are given through a computer screen, which breaks the theme.
This is where this place shines. The GM was so friendly and funny. His western accent was so funny during our intro. I wish clues were given in-character with that voice!
Particularly interesting or different
No
The story is paper thin as an intro, and then it’s entirely abandoned in the room. The locks are not period-appropriate, and the puzzles are only superficially associated with the theme.
It reuses a lot of common tropes, and several puzzles could be bypassed in part or whole due to design.
Hard to say… there seemed to be many bottleneck points. There is a lot of counting or calculations or translation that could be split amongst the party.
The telegraph was effectively broken, as I input the wrong code but still triggered the solve state.
Physically active
Not at all
Accessibility
Some symbols are hard to see on one puzzle. There is a slightly narrow area that not be accessible to those in wheelchairs.
Very awkward parking right off the street. Limited spots.