WeaknessesWithout an actor the scare factor sags; sometimes interaction feels lacking or, conversely, contact feels a bit too harsh. People note cramped spots, excessive light in places, rare outside noises, and makeup that doesn’t scare everyone. Some miss a clear final story point and tighter logic in a couple of tasks.
StrengthsStrong atmosphere: sets, sound, and music build tension from the moment you enter. Actors perform brightly and flexibly, fear is dosed on request. Staff are attentive, briefing is clear, mechanics mostly run smoothly.
SecurityBriefing is detailed, contact levels are discussed in advance, you can ask for gentler treatment during the run. Spaces are sometimes narrow and dark; bags are sometimes used at the start — follow instructions and look out for each other.
Level of fearIn terms of fear the quest is flexible: from a gentle family mode to a hard version where people scream and hide in corners. At maximum it’s very scary; the sensitive should lower contact or go without an actor.
Actors' gameThe actors are the main driver: they appear unexpectedly, work with voice and movement, and tailor contact to the team. Two actors boost dynamics and immersion, though sometimes it feels excessive or a bit rough.
Quality of riddlesPuzzles are mid-level: the logic is there, variety is good, under fear you often need hints. There are solid mechanical pieces and nice ideas, but a few tasks feel undercooked. Overall, the balance between tasks and action holds.
PlotA plot about investigators and a missing girl carries through the rooms, sound, and actor behavior. Some note the finale could be clearer.
Difficulty levelPuzzle difficulty leans toward medium: newcomers will enjoy it, and experienced players stay engaged thanks to the atmosphere and acting. Difficulty spikes due to fear — sometimes your brain just refuses to think.
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