WeaknessesFor some it’s too dark or too confrontational, especially the solo walks into pitch‑black areas. The entry is harder for newcomers, as the room is often only bookable after the first two parts. Without story background, subtleties are missed.
StrengthsExtremely immersive staging in a real‑feeling apartment with strong story and effects. The acting and timing carry tension and humor in equal measure. Lots of thoughtful tech delivers surprising moments.
SecurityThere’s a clear briefing before the start, and the crew closely monitors the team. Dark and solo sections are safely accompanied and kept under control.
Level of fearSpooky to distinctly scary, with some real jump scares – not for the faint‑hearted. Rather unsuitable for children; doable for the brave, since there’s room to laugh between the peaks of tension.
Actors' gameThe actors and gamemasters are praised as outstanding, present, and highly responsive. Interactions are precisely timed and enhance immersion as well as a sense of safety.
Quality of riddlesTasks feel true to the narrative, with noticeable tech use and clean logic. There are phases in darkness and some solo tasks, increasing variety. Overall demanding but fair, with good hint handling.
PlotYou’re tasked with retrieving Madita’s founding amulet from her poltergeist‑haunted apartment, while Delta Mirekh supports you. The story wraps up the trilogy without revealing details.
Difficulty levelRather hard and thus ideal for experienced teams. Newcomers can finish with hints, but benefit significantly from the first two parts.
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