WeaknessesIn places it’s a bit dirty and cramped, and sound and music are lacking. Some puzzles are formulated non‑intuitively, so without hints you can stall. Value for the price is perceived differently.
StrengthsA strong, creepy atmosphere and a sense of mysticism hold you to the finale. Staff help over the radio politely, without breaking the flow. The emotions after you exit last for a long time.
SecurityA briefing is given, communication with staff is stable, and the rooms are safe. Those sensitive to dust should check the location’s condition in advance.
Level of fearIt scares with atmosphere and setting, without actor jump scares. Impressionable kids may find it tough; for adults and teens it’s fine.
Actors' gameNo actors, interaction is via radio. The admin gives relevant hints without being pushy.
Quality of riddlesPuzzles of medium difficulty: generally logical and sequential, but in places non‑linear and not obvious. With the chains understood correctly it’s a pleasure to go through. Radio hints save the day if you get stuck.
PlotThe plot is a descent into the walled‑up cellars of an inherited house and an attempt to break out of the curse. The story unfolds through the space and discoveries, without extra skits.
Difficulty levelMedium level. For newcomers it can be tough without hints; for experienced teams it lands as a solid atmospheric quest.
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