WeaknessesVery dark and often one dim flashlight for the whole team — hard to examine details. Puzzle count may feel lacking for logic lovers. Some safety and hygiene complaints: smelly robes, damp surfaces, and rough contact not always adjusted on player request.
StrengthsThe locations impress: two floors, smart on-the-fly reconfiguration, and tidy mechanical stunts. The actors deliver at a high level, keep you tense, and set the rhythm. The inquisition vibe hits from the threshold, emotions in spades.
SecurityThere’s a pre-start briefing, with reminders about signals and no-go rules in hazardous areas. Still, some teams report slippery spots, stairs/a slope in pitch darkness, not-fresh robes, and marks from contact — choose your level soberly and dress lighter.
Level of fearScary, sometimes very: on light, newcomers manage but scream; medium is already punchy; hard/hard+ is about pain, grabbing, and bruises. Officially 18+, gentler 14+/16+ versions exist, but kids and the impressionable should probably pass.
Actors' gameActors are praised almost unanimously: surprise appearances, contact from soft to harsh, and the skill to hold a pause and build pressure. Regarding contact, there are rare complaints about ignoring individual limits.
Quality of riddlesPuzzles are clear and purposeful, without overload; mostly searching, inference, and interacting with mechanics. There are flashy tricks the team will discuss for a long while. Pure puzzleheads may find it sparse.
PlotA plot about a vanished house and a witch of elder blood unfolds through atmosphere and character encounters. Some find it cohesive with a solid payoff; others see it as linear and offering no alternatives.
Difficulty levelPuzzle-wise it’s friendly; the difficulty lies in darkness, stress, and contact. Beginners are comfier on light/medium with a team of 3–4; on hard tiers, be ready for physicality.
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