WeaknessesThere are delays in start times, faulty radios and safes, and inconsistencies with hiding spots. Actor contact and activity are unstable, and the ending sometimes feels cut short. For some guests 5000 seems overpriced, plus the entrance is hard to find.
StrengthsThe atmosphere and decor hook you from the moment you step in, with goosebumps in places. Mechanisms and tasks are diverse; newcomers and families note it’s a pleasure to play. Many teams praise the actor when he’s active and adjusts the level of contact to the players.
SecurityBefore the start there’s a brief briefing; operators monitor via cameras and can dial down the fear. There were also complaints about a cold lobby, occasional minor injuries and a sparse first-aid kit, plus inappropriate shocking photos in the corridor.
Level of fearIt’s scary in the first third; later fear alternates with searching and logic. Teens 13–14 usually like it; there’s no hardcore or gore, but the impressionable may get rattled.
Actors' gameReviews are polar: from 'kept us on edge the whole game' to 'saw him twice and that’s it'. Contact is promised as adjustable, but in practice it can be contactless or weak, depending on the shift.
Quality of riddlesPuzzles are mostly fair, logical, and explainable, with some pleasant mechanics. Difficulty leans toward medium; experienced players get through quickly without stalls. Prep slip-ups happen: elements left in plain sight, a jammed safe.
PlotBy the plot you’re in the Beast’s lair and decide whether to escape or fight — a clear idea that keeps you on edge. Branching is promised, but some guests don’t feel the nonlinearity, and the finale sometimes looks rushed.
Difficulty levelOptimal as two to four players; larger groups feel cramped. Comfortable for newbies and families; seasoned quest fans may find it a bit easy.
Reviews