WeaknessesOccasional wish for one or two additional puzzles, and a note that large groups can disrupt the flow. For newcomers, the difficulty can be demanding at first.
StrengthsAtmosphere and props are carefully executed; the world feels dense and fairy-tale-like. Puzzles are varied and meaningfully linked, the hosting is attentive and personable. Pleasant room climate even during longer sessions.
SecurityClear briefing and attentive supervision convey a sense of safety. The rooms are well air-conditioned and feel well-kept.
Level of fearNot designed for jump scares—more whimsical than creepy. Kids around 10 and up visibly had fun without getting scared.
Actors' gameNo live acting reported; interaction is via very friendly, witty gamemasters. Hints are well-paced and helpful.
Quality of riddlesVaried, logical, and fairly solvable, with a nice mix of searching, combining, and mechanics. Clearly more than just number locks. Demanding, but not unfair.
PlotWhile the wizard is out gathering herbs, you break into his refuge to snatch the Elixir of Life. The clock is ticking—better cast quickly than get caught.
Difficulty levelLeans medium to hard, depending on experience. Especially well-rounded for two or three; larger groups can get unwieldy but work with good coordination.
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