WeaknessesRadio comms and game masters’ diction sometimes let you down, making hints inaudible or unclear. There are occasional breakages and sequence glitches; darkness and weak flashlights get in the way. Soundproofing is weak, and for some groups the finale feels dry and without a climax.
StrengthsStrong theme and period immersion; good set design and music push you along. Puzzles are varied and mostly logical, chaining together nicely. Staff often help tactfully and keep the pace.
SecuritySome guests ask for more lighting on instruments and for cables to be tucked away better. The briefing is sometimes rushed, making the start muddled.
Level of fearThe quest isn’t scary; kids and teens 13–16 manage fine and are satisfied. There are occasional sharp sounds and tense music, but no horror.
Actors' gameNo actors; interaction goes through operators and administrators. Reviews of the game masters are mixed: some praise their tact and help, others complain about unclear speech, slow replies, and stepping into the room.
Quality of riddlesPuzzles are mostly interesting and require ingenuity; tech-minded players especially enjoy them. There are illogical spots or failures to trigger; sometimes items are open ahead of time. Difficulty is above average, but you can get through with hints.
PlotThe premise is clear: prevent the accident in an hour, moving through the station step by step. The story is present, but the ending can be dry when success is announced over the radio with no big payoff.
Difficulty levelDifficulty leans high; the start is especially confusing for newcomers—hints help. Best with three or four; techies will find it easier, humanities folks will have to sweat.
Reviews