WeaknessesFor some, hints were either too pushy or, conversely, slow to arrive; an accent or loud music sometimes made understanding hard. A couple puzzles feel drawn‑out or non‑intuitive, especially near the end. A single troubling case involved a confusing button in the dark that ended the game too early.
StrengthsA very beautiful and immersive room with few or no padlocks and lots of clever mechanics. The story holds and surprises abound, technical solutions are reliable. Game masters are mostly warm and deliver a strong introduction.
SecurityBefore the game you get clear rules and the GM monitors safety; there’s little physical effort. Ask upfront which buttons not to use to avoid ending early.
Level of fearNo horror, but there is darkness and a few small jump scares. Better suited for 12+; younger kids may at times get scared or tired.
Actors' gameGame masters are praised for charisma and caring guidance; the intro and debrief bring the story to life. Sometimes an accent or unclear Estonian hampers communication, making hints harder to grasp.
Quality of riddlesTasks are mostly technological and logical, with little searching and virtually no number locks. There are listening and music moments; attentiveness is key. German may help in one spot but isn’t required; rarely the puzzles feel drawn‑out or a bit far‑fetched.
PlotThe story follows the Shambala legend and moves room to room like a small Indiana Jones adventure. It’s the first part of a series; the sequel is called Superhuman.
Difficulty levelDifficulty is above average and with just two it can be tough. Best to go as a team of 3–5; beginners manage with hints, for veterans it’s a solid nut to crack.
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