WeaknessesSometimes the operator showers you with hints before you can think, and some find there aren’t enough puzzles. There are complaints about overly loud sound, stuffiness and tight rooms, occasionally about dust and service odds and ends. A couple of times people mentioned contentious mid‑game rules and a long wait at the exit.
StrengthsStrong atmosphere, excellent sound and lighting, the actors are on fire. Technical mechanics and the “transport” are memorable; the finale is often called the best moment. Staff are usually friendly and help on time.
SecurityThere’s a briefing before the start; by default the format is safe and no‑contact. In the dark it’s easy to trip, and the sound can be loud — ask to lower the level and wear comfortable shoes; there were isolated complaints about stuffiness and a delay at the exit.
Level of fearTruly scary: both newbies and veterans scream. Reviews say even teenagers go, but the impressionable and families should choose no‑contact and ask for an easier level.
Actors' gameActors often get separate applause: movement, timing, and appearing from nowhere keep you tense for the whole hour. By default the game is no‑contact, but you can ramp it up; the finale sometimes turns into a flashy mini‑performance.
Quality of riddlesPuzzles are logical and fair, focused on mechanics and interaction rather than on “padlocks”. Difficulty leans toward easy; thinking while scared is hard anyway. If you want fewer hints — tell the operator in advance.
PlotYou find yourselves in a cursed place where at night everything seems to watch you and whisper in the dark. The task is to survive it and uncover the secret without losing your head — and the key items.
Difficulty levelComfortable difficulty for first horror rooms and teams without experience; fear is the main obstacle. Quest veterans may find it simple, but the pace and atmosphere carry it.
Reviews