A worn and glitchy room, that gave us only a tease of what could have been a charming and thematic experience. We still had a fun time, but I'm not sure I can recommend it unless they do some significant refurbishment.
The experience started off on the wrong foot by having the second room accidentally unlock on us immediately after starting. The GM quickly returned and relocked it, but we'd already seen the second room.
This type of glitch happened again in the second room where a puzzle was unlocked when we entered the room, but without any indication that we'd done so. This led to frustration mid game where we got a solution that we could tell we'd put incorrectly (due to a green light on the keypad), but with no effect in the room (because of course we'd already unlocked that part).
Finally, one of key items in the game was damaged and then repaired so flimsily (like it was literally about to fall back apart) that nobody wanted to mess with it very much. Unfortunately to solve the next puzzle we not only needed to use the prop, but also do so with enough force to overcome some magnets (I'm pretty sure we would have broken it if we did it without help from the GM)
These glitches (and the general wear and tear on the room) are a real shame, because the puzzles and setting would work as a pretty good intro escape room.
About one third to a half of the puzzles were lock/combinations, but most of them required some gen 2 interaction puzzle to be solved to get the combinations so they felt pretty good. It helped that the setting justified most of the locks thematically.
It's hard to judge the flow because we had the glitches, but I'm going to guess it's mostly linear, so probably ideal with 3-4 players. We squeezed in 7 with several newbies/tweens and it was a bit crowded at times.
The original design I think would have looked pretty good. But the later spaces are a little sparse and over all it's very worn. I'm rating it thumbs up mostly for the original intention, and the feel of the main space which landed the vibe of a 'study in an old mansion'.
Some of the props that were not part of the puzzles could be interacted with, removed from their positions and easily dismantled into components, while others were secured into place, so there were a *lot* of red herring elements.
The GM was 100% middle of the road. Nothing bad, but nothing particularly outstanding or welcoming. They were paying attention enough to give us clues when we got stuck on the some room's glitches. They were patient with the teens questions. Yet everything had that 'let me go through the script' vibe.
Particularly interesting or different
No
Physically active
Somewhat
Accessibility
Some players will need to be able to go up and down 3 sets of steps several times.