WeaknessesSome bugs and mechanical errors broke groups’ rhythm. In large groups, the final room can leave people idle. Some GMs gave full answers instead of graduated hints.
StrengthsVaried, intuitive puzzles with standout moments. Good flow and mission feel, encouraging cooperation and attention to the environment.
SecurityOverall feels safe, but there are reports of occasional technical failures; worth checking recent maintenance. Follow the briefing and avoid forcing mechanisms to keep the game running.
Level of fearNot horror and barely any jump scares. Suitable for families and mixed groups; older kids play well with supervision.
Actors' gameInteraction is via the Game Master and varies a lot: some were praised for their guidance, others overdid the answers. No consistent mentions of in-room actors.
Quality of riddlesSolid set with clever touches and the odd puzzle that’s quite different from the usual. Mostly fair, observational challenges with some classic padlocks. Occasional technical issues can affect the experience, but they’re not the norm.
PlotYou and your team escape cells in Parliament, recover your gear, and try to steal the XJ7 missile plans. The story is simple but solidly supports the feel of a time-pressured secret operation.
Difficulty levelMedium difficulty, accessible to beginners yet still fun for those who’ve played other rooms. Very large groups may find some parts too linear.
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