WeaknessesThe venue is injury-prone in places: dark, sharp corners, metal doors—there were bruises and even a cut. Some didn’t like the flickering light and loud sound, as well as a few illogical puzzles. The tea room drew cleanliness complaints from a couple of guests.
StrengthsExcellent acting and immersion from the first minutes. Unconventional transitions and locations, strong light-and-sound effects. Good service: friendly admins, hints that help.
SecurityThe quest is very dark and active; keep your distance and your head down, wear comfortable clothes; knee pads are sometimes provided, but better check in advance. There are complaints about injuries and contact, so discuss the mode and rules with the admin before the start.
Level of fearVery scary, not for the faint-hearted. Teens 12+ enjoy it, but better with no contact and adult supervision.
Actors' gameActors/actresses perform convincingly and actively, skillfully chasing the team and keeping them on edge. Interaction level is discussed in advance: there is no-contact and hard; a stun device is mentioned in places.
Quality of riddlesPuzzles are varied: from search to mechanics, solved as a team. Difficulty ranges from medium to above average; panic makes them harder. Overall fair, but some players slam certain parts for “illogic.”
PlotThe premise is simple: survive and escape a dangerous bunker in the exclusion zone. The focus is on atmosphere and action, not deep storytelling.
Difficulty levelPuzzle-wise it’s medium, but fear and pace raise the stakes. Newcomers are more comfortable with hints and a no-contact mode; hard is more for experienced players.
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