WeaknessesIn places the set shows wear and there are technical hiccups that break immersion. Some felt there were too many "keys-and-locks." There were isolated complaints about organization and discipline.
StrengthsStrong acting with good interaction and the ability to tune the level of intensity. The chapel-and-astral atmosphere pulls you into the story, the administrator is attentive and helps when it matters.
SecurityPlayers say there’s no rough physical contact and it’s generally safe; the level of impact can be discussed. Tight spaces and grates require attentiveness and following the briefing.
Level of fearScary and at times claustrophobic, 15+ is justified. Kids and the sensitive should choose something gentler.
Actors' gameThe acting is called a blast: silent appearances, subtle pressure, lots of live interaction. Sometimes they recommend taking two actors, but note rare missteps — infrequent appearances or getting distracted by a phone in one of the sessions.
Quality of riddlesPuzzles are mostly fair and varied, solved by logic, though fear can slow you down. There are classic key-and-lock mechanics. Hints are given to the point, without being pushy.
PlotThe plot leads through the back alleys of the astral toward lifting the chapel’s curse, with the clock ticking to midnight. There are nods to the first part, but the story feels self-contained.
Difficulty levelMedium difficulty: newcomers are comfortable with occasional hints, experienced players won’t be bored. The main enemy is fear, not logic.
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