WeaknessesAt times it’s unclear whether a puzzle has triggered, and it can feel like doors open “by themselves.” Occasional notes about the safety of props and metal surfaces; some spots are hot and cramped. At the medium contact level, some players found it not very scary.
StrengthsPowerful acting with selectable contact and sharp improvisation. A large, atmospheric venue with well-tuned sound and lighting. Attentive staff: they get you into the flow quickly and help with hints.
SecurityClear briefing and contact level selection before start; during the game the administrator stays in touch. On hard, there’s lots of physicality and some tight/hot spots; occasional complaints about sharp metal edges and active props — set boundaries and don’t hesitate to report discomfort.
Level of fearVery scary, not for the faint-hearted. The level of physical contact is selectable; minors typically have contact limited.
Actors' gameActors get unqualified praise: they scare unexpectedly, work with each person, and keep a high tempo. With two or three actors, emotions multiply; contact is active but usually careful, and they don’t intentionally cause pain.
Quality of riddlesVaried puzzles, mostly about attention and logic; under actor pressure they’re harder to solve, so hints help. Sometimes the link to the Hannibal theme is indirect, and mechanism triggers aren’t obvious. Overall fair and manageable for teams of different levels.
PlotYou are in the lair of a maniac psychopath who plays cat-and-mouse with you. The task is simple and brutal: outsmart him and escape in 60 minutes.
Difficulty levelPuzzle-wise, medium difficulty: newcomers may need hints, especially with high contact. Experienced teams will move faster, but the actor-driven chaos will hamper clear thinking.
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