WeaknessesWith too many players it gets cramped and hard to keep track of. A single puzzle asks for unnecessarily much counting, and the story isn’t always equally clear for some. Not ideal for people with limited mobility due to the scale and all the walking.
StrengthsTop-tier set design with a few true wow moments and a strong sense of exploration. The story dovetails nicely with the spaces and effects, and the flow keeps you engaged without downtime. GM guidance is helpful and pleasantly present.
SecurityThe GM keeps a close eye and can adjust lighting where needed; for a spooky room it’s surprisingly well lit. There’s lots of movement and sometimes narrow passages, so it’s less suitable with mobility limitations.
Level of fearTense with a few jump scares, but not explicit horror. Suitable if you don’t want extremely scary rooms, though easily spooked players may still jump.
Actors' gameThere is no live actor; the GM appears or briefly plays along, boosting the experience. Note: the intro may suggest an actor will show up, but that doesn’t happen.
Quality of riddlesPuzzles are logical, diverse, and mostly easy to follow, with a nice flow through the house. Difficulty ranges from accessible to challenging without becoming unfair. Hints are on point and don’t intervene too much.
PlotYou investigate the house of priest Neville Morrisson in search of Jason or traces of him. The story unfolds through spaces, effects, and discoveries without heavy exposition.
Difficulty levelModerate; tough for two due to the scope and number of tasks. Ideal with 3–4 players; with 5–6 it can become chaotic.
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