WeaknessesFor puzzle veterans it can feel a bit light, and at times you may want more frequent actor appearances or more contact. Some players get turned around or note that, on adrenaline, the run feels short. A few guests find the jump scares predictable by the middle.
StrengthsAtmosphere and setting are the strong suit: sound, light, and decor immerse you from the doorway. Actors steer the game flexibly, jump scares land, and the merchant mechanic is a standout twist. The venue is large and well thought out, with multiple finales.
SecurityBefore the start you get a clear briefing; the team watches the group and hints when needed. There are helmets and carefully organized movement—the venue feels safe.
Level of fearIt’s a scary quest: lots of darkness, tension, and sudden appearances, but the intensity is adjustable. For teens and the sensitive, a gentler mode is better.
Actors' gameActing is consistently praised: lively reactions, keeping the pace, and scaring without excessive contact. Most often people thank Anastasia and Matvey; Mikhail, Varvara, Anton, and others are also mentioned—the team adapts flexibly to the group.
Quality of riddlesPuzzles are mostly clear and fair, focused on search, logic, and trading with the merchant. Difficulty skews toward easy–medium, but stress and the bleak vibe add spice. The tilt toward action and immersion is deliberate: you’ll think, but in moderation.
PlotYou’re investigators in a house of dolls where reality wobbles and the rustles aren’t accidental. The story leads to a choice of ending, and how you act and bargain shapes the outcome.
Difficulty levelPuzzle-wise it suits newcomers and groups who want more emotion than brainache. Experienced teams won’t lack fear and pace, but hard riddles aren’t the point here.
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