WeaknessesShort runtime leaves folks wanting a missing chapter or room, especially at a premium price. A couple of busywork puzzles and the odd broken or removed element sap momentum. The plot beats don’t land clearly during play and rely on the tablet or debrief.
StrengthsImmersive décor and polished props carry the theme well, with tech-driven interactions and very few traditional locks. Once it opens up, the flow feels satisfying and several solves land cleanly. Friendly hosts can make the run feel special.
SecurityNo safety concerns surfaced; the space is bright enough to navigate and nonessential items are secured. Briefings are standard and jump scares are restrained.
Level of fearLight psychological creep with rare jumps and a few blackout moments, but most players didn’t find it very scary. Works fine for families or easily spooked friends who want mood over menace.
Actors' gameGame Masters are often called out as kind and helpful, with shout-outs to Ilana and Jordan. Hint timing can be inconsistent, from over-nudging to a wrong clue that needed correcting.
Quality of riddlesLinear, multi-step challenges with a tech-forward slant and minimal lock spinning. Expect one or two intricate word or lookup puzzles that can feel like time sinks. When everything’s working, the interactions are fair and satisfying, though maintenance hiccups do appear.
PlotYou investigate a grim orphanage past to banish a nun’s spirit and get out. The premise is clear, but story details land better via the digital help or the post-game chat than inside the run.
Difficulty levelMarketed as 5/5 but widely felt like a comfortable 3/5. Best for beginners to mid-level teams; enthusiasts may clear it fast and crave more content.
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