WeaknessesHints often pour in unprompted and derail thinking. Technical flaws like long video loading, missing or poorly working items, and elements opening too early get in the way. Action order can be blurry; team tasks aren’t always present.
StrengthsStrong ambience and sound, neat period sets, a real sense of presence. The chronovisor idea and a linear plot create a cause‑and‑effect feel. Staff are often praised for friendliness and the atmosphere before and after the game.
SecurityRooms are generally safe, but there are wires and fragile elements, so the operator often reminds you not to use force. You get a briefing, and sometimes they control actions over the radio a bit too actively.
Level of fearIt’s not horror, but the beginning can be slightly tense due to the setting and sound. Generally fine for kids around 14+, especially with adults.
Actors' gameNo actors; all interaction is through the operator, radio, and tablet. Opinions differ: for some the help is timely, for others it feels overbearing with nitpicks.
Quality of riddlesPuzzles are mostly logical and tied to tech and attention to detail, with occasional nonstandard solutions. There are undercooked spots: false openings, a non‑obvious sequence, and sensitive mechanics. On good days, puzzles line up smoothly and give a sense of progress.
PlotThe team travels back to wartime to rescue a saboteur from captivity and prevent a paradox. The story captivates, but the pace tears at times because of hints and tech.
Difficulty levelRather medium with spikes: newcomers and teens may find it tough, experienced teams will move faster. Glitches and long videos add time, while extra hints, conversely, make it easier.
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