WeaknessesNarrative is hard to follow when spread across signs and videos, and the flow can stall without clear direction. A few puzzles require small leaps in logic and involve heavy back-and-forth. At least one group reported lukewarm GM engagement and fuzzy timing.
StrengthsSlick set dressing with lasers, sensors, and satisfying interactions. Plenty to solve, and a memorable final challenge leaves a strong last impression.
SecuritySome movement and room-to-room transitions are required, so watch your step in tighter areas. A visible timer may not be present, so ask the GM if tracking matters to you.
Level of fearNot a scare-focused room; it leans on exploration and adventure. Suitable for teens and adults who enjoy Indiana Jones vibes rather than horror.
Actors' gameNo live actors; interaction is primarily environmental. GM support can feel light, and some teams wanted a stronger pregame briefing.
Quality of riddlesHigh puzzle count mixing tactile tasks with tech-driven solves. Mostly fair, though a few are under-clued or imprecise and can break momentum. Expect semi-linear progress with occasional leaps and coordination across spaces.
PlotYou’re an expedition invited to pry into Thebes after Carter, guided by a curator chasing the tombs’ secrets. The lore exists but is delivered passively, so key beats can be easy to miss.
Difficulty levelOverall difficulty skews medium-to-hard and benefits from a 3–5 player team, with some reports of a four-player minimum for certain tasks. Newcomers can play with hints, while veterans will enjoy the volume and variety.
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