WeaknessesAudio is unstable: quiet lines, muddiness, occasional glitches and ill-timed cues. Organization sags — cramped entrance and cloakroom, a shortage and unreliability of lockers, sometimes cold and dusty. Some puzzles feel illogical, and the overall number is small.
StrengthsThe Egypt vibe is in full force, occasionally chilling. Tasks are woven into the story with no usual combination locks, which feels fresh. Attentive admins are often noted, helping without breaking the pace.
SecurityDark, cool, and sometimes dusty; the storage area is cramped and not always reliable. Clarify the briefing and contact method in advance, the hint phone sometimes glitches.
Level of fearNo actors, but the darkness and sound can get scary; kids squeal and may be frightened. Under 10 can be tough and spooky, teens feel more comfortable.
Actors' gameNo acting, interaction via voice and a hint phone. Admins are often thanked, but sometimes they don’t pick up or a staffer gets flustered.
Quality of riddlesNo locks or keypads, focus on matching symbols, attention, and logic; darkness adds difficulty. Complaints about non-obvious and debatable solutions, plus technical hiccups. Few puzzles, so experienced teams blitz it in 30-45 minutes.
PlotYou are archaeologists in 1922, opening Tutankhamun’s tomb and trying to get out with the finds. A simple story that sets a route of trials without spoilers.
Difficulty levelMedium difficulty: fine for teens and adults, newbies may need 1–2 hints. Much harder for younger kids; the darkness further complicates perception.
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