Weaknesses75 minutes is often not enough, and paying for extra time is irritating. Early rooms can be tight and warm, and at times dim—harder for people with weak eyesight. Occasionally there are complaints about staff communication style and organizational hiccups.
StrengthsAmbience and cleanliness are top-notch, a pleasant waiting area with tea, technically everything is tidy. There are many puzzles, they’re diverse, with unexpected solutions and a final twist. Operators are usually attentive and keep the game’s pace.
SecurityClear briefing before the start; inside it’s clean and everything works. Note the tight, warm first locations and not-too-bright light at the beginning—important for comfort.
Level of fearThe quest isn’t scary, with no frightening actors. Suitable for families and teens; small children may tire by the finale—better to go with a facilitator or adults.
Actors' gameNo actors; the game is run by a voice operator. Hints are usually tactful and on point, though there have been remarks about communication and organization.
Quality of riddlesThere are lots of puzzles, varied in profile and mostly logical; some allow multiple solutions. The nonlinearity energizes but can confuse newcomers. Rarely there are debatable spots or single-player tasks.
PlotThe plot is nominal: a marathon of doors and mechanisms toward the exit. The story leans on the theme of keys and a surprise ending, without a strict line.
Difficulty levelDifficulty is above average: more comfortable for experienced players or newcomers with hints. Best as a trio or quartet; a duo struggles with time, five feels cramped.
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