With certain puzzle elements completely broken, and most puzzles feeling like they needed the GM to trigger their completion (and a GM who offered many hints when unprompted), this escape room felt clunky throughout. We had a large group (7 people) and often felt like we couldn't fit in certain spaces. Some elements were over explained, others poorly explained if given any information at all (the bracelets especially!). Only a few puzzles felt satisfying to complete, with most feeling like we had to brute force our way through, or wait for the GM to trigger the win condition.
Lots of puzzles felt like they had to be triggered by the GM upon completion, and it wasn't always clear when something was finished.
Rooms look initially impressive, but first room had many things you weren't allowed to touch (labeled, but made gameplay feel stifled), and many elements didn't work properly at all.
GM said hints would only be given if we all raised our hands and agreed; we never asked for hints but were constantly given feedback that took us out of puzzles and immersion. Many were things we should have been given time to puzzle over; it felt like their voice overlapped with our group a lot. We then got stuck on a puzzle towards the end, and were primarily unsure if elements could be moved or not (they felt loose enough, but didn't want to use brute force). We were expecting them to chime in then ("the torches cannot be moved" or etc), but they were silent.
Physically active
Somewhat
Accessibility
Some elements wouldn't be possible to reach for anyone with mobility issues. Two rooms would have been tighter squeezes with wheelchairs/etc.
Parking
Street Parking mostly