WeaknessesCan overwhelm small or new teams, and the opening separation can leave someone feeling sidelined. Some players disliked having puzzles removed for smaller groups. Best moments shine with 4–6 players, so a duo might feel stretched.
StrengthsHuge puzzle variety with tight integration to the lab theme and era. Memorable set pieces, smooth tech, and a satisfying endgame. Hosts are attentive, funny, and quick to adapt to team size and pace.
SecurityClear briefings and attentive monitoring throughout, with an easy-to-use hint channel via the central typewriter-style device. The short initial confinement is supervised and quickly resolved through communication.
Level of fearNot scary and family-friendly; it’s science-forward, not horror. Brief light confinement at the start is handled safely and with support.
Actors' gameGame masters get consistent praise for warmth, humor, and responsive hinting, with shout-outs to Marge, Felix, and Ellen. Light roleplay and personalized adjustments add to the immersion without being pushy.
Quality of riddlesHigh-density, non-linear design with inventive tasks using sprays, lab kit, and period tech. Logic is fair and feedback is clear, and multiple unique puzzles stand out. Tech-heavy elements were reliable across sessions.
PlotYou’re digging into Dr. Elsie Kensie’s secret 1972 veterinary lab to uncover what went wrong and finish her work. The story threads through the space and props without getting in the way of the puzzle flow.
Difficulty levelChallenging, especially for two or three; best with 4–6 or a seasoned crew. Newer teams will likely need hints but can still have a blast.
Reviews