WeaknessesRooms are small, so large groups feel cramped; experienced players note it’s a bit short and wish for more puzzles. Sometimes people complain about dim lighting, stuffiness, radio comms, and occasional contentious cases with hints or discounts when booking via an aggregator.
StrengthsStrong dungeon atmosphere, neat decor, and fitting sound design. Puzzles are fair and functional, everything triggers without jams. Hosts are attentive, guiding and supporting exactly as needed.
SecurityYou get a briefing and a radio before the start, and the process is closely monitored. Be careful in the dark and narrow passages; more comfortable in small teams.
Level of fearNot scary—more gloomy, with a slight nerve-tingle. Suitable for children and teens; on request they can switch to softer audio.
Actors' gameNo actors; interaction is via walkie-talkie. Hosts are polite and tactful, though there were occasional cases of overhelping.
Quality of riddlesMostly search-and-observation tasks with clear logic, no absurdity. There are some non-linear moments and light tech tricks; newcomers manage with hints. Experienced teams can breeze through in 30–40 minutes.
PlotYou’re locked in the dungeons of an old castle and seek an exit through secret passages, guided by spirits and clues from the past. The start splits the team for extra drive, and the finale feels like a natural resolution.
Difficulty levelLight-to-medium difficulty: just right for newcomers, and kids can handle it. Experienced fans may find it simple and short; going as two or three is optimal.
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