WeaknessesSeveral players wanted more inventive puzzles and fewer observation-based ones. The AZERTY keyboard and walkie-talkie communication make life harder for non-French speakers. The absence of actors and a "fine but unremarkable" feel for some can leave you wanting if you compare it to other rooms at the venue.
StrengthsOriginal staging with an upside-down room and convincing special effects. A fun, memorable physical antechamber. Clear overall logic and a helpful hosting team.
SecurityOne area requires balance and care to avoid a pressure plate; you’re briefed and monitored. Nothing dangerous, but watch your step and flag any vertigo.
Level of fearThis isn’t a horror room; it’s mostly trippy and sometimes dizzying. Suitable for teens, but those prone to fear of heights or vertigo should know.
Actors' gameNo actor in play; interaction is via walkie-talkie. The GM’s accent can hinder in English for some groups, but the team remains available.
Quality of riddlesOverall fair and accessible puzzles, mostly observation-led. A valve puzzle makes great use of the upside-down twist—more like that would be welcome. The UV orb finale dazzles visually but is classic at heart.
PlotYou’re trying to rob Dr. Grant’s lab to steal a molecule that boosts intellect, but the gas sends you into hallucinations and the world flips. Grab the item and bolt before the doctor returns.
Difficulty levelMedium difficulty. Perfect for beginners and intermediates; seasoned players may find it a bit tame, even though the inverted orientation slows the pace.
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