Extremely satisfying game with a lot of great puzzles, impressive tech implementation, and well-crafted sound design elevating the atmosphere.
Utterly fantastic. Good puzzles with creative execution. There's at least one puzzle in this room where I was genuinely uncertain how they managed the tech implementation for it.
They really knocked it out of the park with this room's production quality. I believe only one puzzle involved padlocks, and it was for a puzzle where they were thematically appropriate.
Also, people frequently underestimate the importance of sound design in creating a satisfying room. The designers behind Masters of Magic did not do so -- my partner and I both commented on how much the excellent sound design contributed to the game.
Nick is the kind of gamemaster every escape room owner hopes to find. He was sharp, funny, attentive, and struck the perfect balance of helpfulness. He helped keep us from getting discouraged or overly distracted, without spoiling any puzzle solutions or tricks for us.
One specific note of praise for him: My partner is blind -- still has enough vision to struggle with things like flickering lights, but not much else -- and she commented on how well Nick did at making the game accessible for her, despite (according to him) never having had a blind player in his games before. That's a rare talent to encounter, according to her.
The plot is satisfying without getting too complex. It nicely provides a non-escape motivation for the game's time limit, which is always nice to see.
Honestly a nice mix of tech and physical interaction.
Physically active
Somewhat
Players need to be comfortable moving up and down a staircase a few times.
Accessibility
1. Due (presumably) to constraints of the building, playing this game requires players to be able to easily navigate a full flight of stairs. I didn't see any backup elevator or ramp -- although I didn't ask, because it wasn't an issue for any of our players. This is not indicated on the booking site, as far as I can tell.
2. There were at least two instances I recall where we were hindered from acquiring necessary props by the fact that they were simply hidden in shadow, rather than by having them locked behind any kind of puzzle. This appears to be an intentional design decision, with large sections of the game being dimly lit. That's not necessarily a bad thing, but for someone with low vision/a visual impairment, it could sour the experience. My vision's pretty good, and I struggled with finding some of the props in question.
3. When we played, the main light in one chamber was flickering pretty badly. Not quite a strobe effect, but it was bad enough that my partner had to avoid opening her eyes in that room because it was triggering a migraine. The gamemaster confirmed this was not an intentional element of the set design that he could control -- just a temporary equipment failure. These things happen, of course. I only mention it to encourage the business to prioritize fixing issues like this, or at least put a notice on their site if they can't/won't fix it.