WeaknessesSometimes the “runes” trigger with a delay and cause confusion. It was noted the host doesn’t always keep pace and control, and the finale feels blurred. In small rooms, large teams may feel cramped.
StrengthsInteresting and at times non-trivial puzzles, strong immersion and Witcher-inspired ambience. Many locations and pleasing nods for fans.
SecurityFew details on safety, but no critical remarks. Rooms are compact; large groups may feel cramped. Age limits 14+ (12+ with supervision).
Level of fearMore atmospheric than scary; no horror. Suitable for teens and families, 12+ with adults, formally 14+.
Actors' gameNo actors are mentioned; interaction is minimal. The host was mentioned: one player lacked a sense of control and response speed.
Quality of riddlesPuzzles are varied and logical, with no obvious “wild stuff,” at times challenging. There can be technical delays with runes, making a solution seem wrong. Overall, the riddles are fair and to the point.
PlotYou are witcher-school apprentices investigating Dalton’s disappearance in his hut. The story engages, but the final resolution is not obvious for some players.
Difficulty levelDifficulty leans toward medium and above: you’ll have to think. In a duo it can be denser and tougher; just right for experienced teams.
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