WeaknessesThere aren’t many rooms, and with a large group it can feel cramped, making the quest feel short. Some décor begs for an upgrade, hints are sometimes too direct. There are rare sessions with a passive actor or an overdoing of physical contact; the final photo zone doesn’t always impress.
StrengthsStrong abandoned‑house atmosphere and solid suspense from the first minutes. Actor appearances trigger screams and laughter at once; organization and hosts are attentive. Puzzles are clear and on‑theme, and transitions between rooms are a delight.
SecurityBefore the start you get a clear briefing; contact with the actor is selectable — you can go softer or tougher. In the dark and narrow passages it’s better not to sprint and to listen to the host to avoid extra bruises.
Level of fearGenuinely scary; with an actor the fear level is higher and holds till the end. Teens 14–15 enjoy it, but it’s better to agree on contact and intensity in advance.
Actors' gameMost guests are delighted: the actor senses the pace, can heat things up and defuse them. Rarely you get either a too cautious or, on the contrary, overly forceful performance — the level of contact should be discussed.
Quality of riddlesThere aren’t many puzzles, but they’re logical and without nasty trickery; in the dark and under pressure of fear they’re more engaging to solve. Experienced players may miss depth, some tasks feel fragmented. Overall, the puzzle‑to‑horror balance is successful.
PlotThe story about the astral and an otherworldly house is delivered straight, without extra chatter, and it immerses you quickly. The plot frame is simple but serves fear and drive.
Difficulty levelIn terms of tasks, difficulty is closer to medium: newcomers are comfortable, veterans will breeze through, but they’ll get enough scares. Optimal group size is three to five; otherwise it can be tight and noisy.
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