The Paradox Project: The Bookstore

The Paradox Project: To Βιβλιοπωλείο

By | May 15, 2019

by The Paradox Project (website)

Charokopou 93, Athina 176 76


4-7 players

Languages: EN, EL

Winner of a 2020 TERPECA awardWinner of a 2019 TERPECA award200 mins
After the events at The Mansion… As you left, you forgot something… The consequences, merciless, are after you… Lurking behind your backs, hidden in the shadows you created during you adventure…  The masks are off… The rules have changed… The crucial time has come… Now that you discovered the bitter truth… can you live with it?…
show full description

Overall rating

Rated between 50 and 50 out of 5

based on ratings from 4 users
combined with 6 pro reviews

Your review

Player reviews

Reviews by escape room review sites

I've been eager to play Paradox Project's original three-hour game ever since I heard about it. I'm now heartily glad I didn't play it sooner - because if I had, I'd have missed out on the chance to also play its 200 minute sequel. The first is an excellent experience that you shouldn't miss; the second is an outstanding achievement that surpasses it in every way and then some, and entirely justifies booking yourself a trip to Greece right away.
I had to persuade the owner to let us attempt it,...
One of the best games I’ve experienced. Over three hours of gorgeous set, interesting puzzles and an overarching narrative that flows through from their opening game. Go to Athens and play this game.
Viele der griechischen Sprache nicht mächtigen Enthusiasten haben sehnsüchtig darauf gewartet. Endlich ist es soweit! Und wir hatten das Vergnügen Paradox II (The Bookstore) in Englisch einzuweihen. Mir fällt ehrlich gesagt dazu nur ein Wort ein …
From the actual storefront, through the finale 3.5 hours later, The Bookstore was massive and mighty. In-game: The exterior of the bookshop, from the street. It appears as a real bookshop. Each individual scene within The Bookstore could have been an entire 60-minute escape game at the vast majority of escape room companies that we’ve visited around the world. I’m not kidding; I could easily imagine this game being sold as 5 or 6 different games. Moreover, each scene change shifted the play style, which prevented the length from becoming monotonous.

See also