WeaknessesSometimes those expecting harsher find the fear or contact lacking; makeup can feel simple in places. Starting at the doorstep doesn’t always let you change shoes calmly; some complain about darkness and scraped knees. There have been entry delays and a barebones final video.
StrengthsStrong acting and sound keep you on edge to the finale. Large venue with many rooms, plenty of places to run and hide. Individual approach and pleasant chat with the team after the game.
SecurityContact is adjustable; they ask about claustrophobia and personal limits; stun devices are on request. Scrapes and bruises are possible—better wear covering clothes and comfy shoes; the briefing is built into the game.
Level of fearFeels from “scary” to “very scary”; at maximum contact it can be painful. No age info in reviews—better confirm with the organizers.
Actors' gameActors are praised by name for improvisation, restraint, and the ability to scare and help at once. They distribute contact fairly, don’t leave anyone unattended, and guide the plot when needed.
Quality of riddlesFew classic puzzles; the focus is on environmental interaction, symbols, buttons, and stealth. Some guests say there are no puzzles; others note good story-driven tasks. Fans of “logic padlocks” may find it simple.
PlotA story about rituals and a strange tenant unfolds on the go, carried by acting and sound. There are ties to the company’s other projects, but the quest stands on its own.
Difficulty levelTask-wise it’s more easy to medium; the main challenge is enduring the pace, darkness, and contact. Newcomers are comfortable at minimal level; experienced players should ask for maximum.
Reviews