WeaknessesBroken or poorly reset puzzles and effect failures dampen the fun. Very lock-heavy toward the end and a story that’s hard to follow. The gamemaster often felt unmotivated and not very helpful.
StrengthsThe first room is creative and sets the pace. There’s plenty to do and a few fresh twists. Lock fans get plenty of fodder.
SecurityBasically seems safe, no physical risks. The briefing varies in quality; during tech problems, clear communication was sometimes missing.
Level of fearNot scary, more puzzle-heavy. Also suitable for teens, as long as there’s tolerance for tech hiccups.
Actors' gameThere’s virtually no acting; interaction goes through the gamemaster. Several guests report unfriendly, unmotivated hosting and even audible complaints about the language.
Quality of riddlesQuality and fairness vary. The opening offers creative tinkering; later it’s lock upon lock and some broken mechanisms. A not-reset puzzle and effect failures sapped tension and flow.
PlotMad professor theme is there, but the story barely carries and feels arbitrary in places. If you want a clear narrative, you’ll likely be disappointed.
Difficulty levelMedium, with leaps in logic. Beginners could get stuck during outages; experienced players might be annoyed by the lock overkill.
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