WeaknessesOrganizational slip-ups happen: double bookings, discount failures, meddling during the game, and a cold reception. Lots of red herrings and locks, making some tasks feel illogical; occasional breakages and noise from the neighboring room. The finale feels rushed to some.
StrengthsStrong theme with a tidy lab and mechanized tasks, sometimes with mini experiments with electricity. Newcomers feel comfortable, veterans find nice touches, and the lab critter is a cute bonus.
SecurityNo serious safety complaints; electrical elements are implemented carefully. Staff sometimes enter to fix things, and weak soundproofing hurts comfort and immersion.
Level of fearNot scary, more mystical and educational. Suits kids and families; scares are minimal.
Actors' gameNo actors; you mostly interact with the host and via radio. Attitudes toward staff vary in reviews: from very caring to tired and intrusive.
Quality of riddlesMixed puzzles: logic, mechanics, a bit of electricity, and search; overall fair and doable in an hour. There are extra items and locks; solutions can feel disjointed or open ahead of the story, but hints come quickly.
PlotYou delve into Tesla’s experiments and hunt for lost blueprints before the authorities arrive. The premise works, but the resolution doesn’t wow some teams.
Difficulty levelEasy-medium difficulty: just right for newcomers, may feel simple to veterans due to extra props. Beatable without hints, but grabbing 1-2 is more comfortable so you don’t stall at the start.
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