WeaknessesSometimes the equipment and mechanisms act up, which breaks the pace. In the second area some actions feel repetitive, and there are only two locations — big teams have nowhere to spread out. There were complaints about no change given when paying.
StrengthsThe start grabs you at the threshold and instantly sets a spy mood; atmosphere and music stay on point throughout. Puzzles are mostly logical, emphasizing interaction and links between stages. The variable finale adds excitement and reasons to return.
SecurityThe briefing is clear; the game is closely monitored and they help if the tech misbehaves. No physical overload; the start with hoods over the head is safe but may slightly surprise.
Level of fearNo jump scares; at most slightly tense at the very beginning due to the entrance setup and darkness. Suitable for children and families, ideally 10–12 years old with adult supervision.
Actors' gameNo in-room acting, but operators and administrators are always in touch, joke, support, and give precise hints. Anastasia and Maxim are often thanked for unobtrusive hosting.
Quality of riddlesPuzzles are diverse and generally fair, with many tasks focused on cooperation and observation. Occasionally there are contentious elements like a “decoder” and repeated data inputs. Difficulty-wise, moderately challenging but solvable within an hour with rare hints.
PlotYou are agents opposing “Gorgon,” and along the way you make decisions that change the ending. The story keeps a spy-thriller tone with a strong setup and no spoilers.
Difficulty levelMedium difficulty: newcomers should take hints and go as a team of 3–4; experienced players will find it comfortable and dynamic. In larger groups, some players stand idle.
Reviews