WeaknessesAt times cramped and dark; some wanted more light, others found it too hot. Occasionally, mechanisms lag or an actor shows up less often than expected, and there was one review about not honoring minimal-contact settings. Some felt the intro story ran long.
StrengthsTop-tier acting and immersion: music, lighting, makeup, and jump scares work in concert. A large and varied location with unexpected transitions and two floors. The ability to choose your fear and contact level makes the experience comfortable and vivid.
SecurityYou get a clear briefing before the start; you can choose and lower contact, and in a panic they escort and support. Narrow passages, climbing, and darkness; flag claustrophobia in advance; there was a single mention of not honoring minimal contact.
Level of fearSeriously scary, especially with one or two actors and a high contact level. Teens and more impressionable guests do better on a reduced level; it's offered and it works.
Actors' gameThe actors are the engine of the quest: believable, frequent, and varied play, from quiet pressure to hard-contact, and they accommodate the team's wishes. In general, boundaries are respected and you can adjust contact mid-game, but there was a single negative case of breaking the agreement.
Quality of riddlesPuzzles are moderately difficult and mostly logical, well woven into the story and tech. Under fear they are harder, so hints are common and arrive on time. Sometimes there are debatable spots or rare technical delays.
PlotA story about a cursed monastery and a vengeful nun leads you through rituals and hidden passages, where the goal is to lift the curse and escape within 60 minutes. The plot is delivered through atmosphere and events, without extra spoilers.
Difficulty levelMedium difficulty: newcomers are comfortable with hints; experienced players find it more interesting with heightened fear and actors. Large teams have a harder time due to narrow passages and coordination, so plan your lineup.
Reviews