WeaknessesSome props feel worn, there can be dust and small technical issues, and hints over the microphone are sometimes hard to hear. A couple of lengthy tasks involve reading or long matching, and the story feels nominal to some guests. It’s tight for big teams, and there may be no payment terminal.
StrengthsAmbience on a top-location level; music and lighting aid immersion, and the finale is often noted as spectacular. Tasks are varied and mostly logical, with an emphasis on automation and attentiveness. The staff are friendly and offer careful help when needed.
SecurityClear briefing before the start; the operator stays in touch and monitors the process. Props like bags over the head are used — you’re warned about this; some guests worried about electric locks, but the team keeps an eye on safety.
Level of fearA non-scary quest with rare startling moments from surprises. Suitable for teens 14+, and from 12 with a staff member accompanying.
Actors' gameAn actor is either absent or appears once for atmosphere — some find that too little. When involved, there are moments of mild suspense, but the focus is still on puzzles.
Quality of riddlesPuzzles are generally fair and varied, with lots of automation and attention-based tasks, and some great chains. Difficulty ranges from medium to high; newcomers are advised not to shy away from hints. Occasionally there are tiring tasks with long text or puzzles that break the pace.
PlotThe premise about Night’s Watch brothers escaping as the Walkers advance is clear and sets a logical goal. Some guests praise the story’s cohesion and the finale; others feel the tie-in of certain tasks to the plot is at times nominal.
Difficulty levelBest for 3–5 players: as a duo the pace is tough, while 6–7 is cramped and not everyone has enough to do. Newcomers may find it challenging; for experienced players it’s just right.
Reviews