WeaknessesIsolated criticism of a pushy-feeling interaction and a sticking door. The structure is partly classic, which may make purists ask for more innovation. Specific waiting/break rules were once felt to be inflexible.
StrengthsBeautifully crafted rooms with great attention to detail and a clear, well-embedded story. Puzzles are varied and fair; the team supports competently. The game flow is cohesive, and tension builds nicely.
SecurityThe briefing feels solid and the team attentive. A single voice reports a sticking door and discomfort during an interaction, but overall the professional impression prevails.
Level of fearNot geared toward horror—more mysterious and suspenseful. Suitable for families and older kids; the atmosphere is dense but not frightening.
Actors' gameStaff are consistently described as friendly and helpful; hints are subtle. One review mentions an uncomfortable direct encounter with a staff member making odd noises—seems to be the exception.
Quality of riddlesTricky, logical, and varied, with a few fresh twists even for veterans. Fairly structured; rarely pure searching—more combining and deducing. Hints step in supportively without breaking the flow.
PlotYou break in as master thieves in 1895 into the Welf nobility’s study, always eyeing the legendary treasure. 60 minutes of time pressure and a believable backdrop carry the story, without spoilers or breaks.
Difficulty levelMedium difficulty with a few punchy moments. Beginners manage well with hints; experienced teams still have plenty to do.
Reviews