WeaknessesAt times they hint too early and break the intrigue. Some wanted more rooms and a higher 'max' on fear; transitions between zones sometimes jar. Non-obvious elements pop up that make players stall and drop out of rhythm.
StrengthsStrong acting and lively interaction; the maniac and the 'victim' carry the performance. Set, sound, and light build a film feel; the plot is lean, with branches and multiple endings. Comfortable and human: clear briefing, post-show chat, you can get a video of your run.
SecurityContact is discussed in advance; no brute force, no sharp or injury-prone elements. The administrator gently walks you through the rules, the rooms have good air, and you can feel the safety control.
Level of fearScary, at times very, thanks to suspense, darkness, and jolts, but without pain or injury-prone stuff. 18+, contact is adjustable: comfy for newcomers, hard for veterans, though some guests say it’s not the ceiling.
Actors' gameThe actors are the main trump: Shura at the entrance, the maniacs and extra characters keep in character and finely tune to the team. Lots of interaction, fitting improv, after the finale they stay for debrief and photos.
Quality of riddlesTasks feel organic: a bit of everyday, a bit of logic, a touch of physical, without overload. Medium, honest difficulty, though sometimes answers are handed too straight. There are individual tasks and choices that affect what follows.
PlotYou check into a suspicious hostel and play a guest who makes choices and changes the outcome. The legend unfolds through characters and locations, with several endings and nods to the place’s lore.
Difficulty levelJust right for newcomers; for experienced players it’s more about emotion and dynamics than hardcore puzzles. With two actors the pace is higher, you have to think faster.
Reviews