WeaknessesDifficulty is above average; for newbies and pairs, 90 minutes is often not enough. There are occasional complaints about the logic of certain tasks and mismatches with the briefing, and rarely — prop malfunctions. Hints are sometimes given reluctantly, and extra time is paid separately.
StrengthsThe opulent house setting and spotless locations please the eye; automation impresses. Puzzles are varied, well-thought-out, and fair, with lots of tech and "wow" moments. The heist vibe hits from the doorstep and holds to the finale.
SecurityThere’s a briefing and radio contact; everything is clean and tidy, and shoe covers are handed out at the entrance. Mechanisms trigger automatically, brute force isn’t needed — overall it’s safe.
Level of fearNot scary: this is about logic and drive, not horror. Okay for teens with adults; formally 16+, from 10 with supervision, the finale may require a bit of physical activity.
Actors' gameOperators are, in most reviews, polite and attentive, adapt and keep the pace, and give hints on request. Occasionally they’re criticized for delayed hints or a cold attitude from a specific assistant.
Quality of riddlesThere are a lot of puzzles, and they’re diverse: logic, attention to detail, reflexes and tech, with almost no banal locks. Most consider them logical and tied to the plot, but some players note the conventionality or unpredictability of certain solutions. Few manage without hints — the quest is honestly hard.
PlotYou are a team trying to steal a rare necklace from a collector’s mansion; the story leads through several rooms to a flashy denouement. The plot doesn’t overload, but creates a goal and the feeling of a real heist.
Difficulty levelHard: it’s more comfortable to go as three or four and not be shy about hints. Newcomers and duos may run out of time; if desired, you can take extra minutes for an additional fee.
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