WeaknessesSome guests consider it more a scare-focused performance than a brain-teaser. Parts of the venue are tight; there are comments about lighting and the risk of collisions during panic. Occasionally, the front-desk welcome feels cold.
StrengthsStrong atmosphere and set design, immersion from the doorstep. Live acting with surprise appearances and interactivity. Lots of non-trivial, logical tasks and an impactful finale.
SecurityYou get a briefing beforehand and staff monitor the game, but sudden scares in tight areas can cause collisions. It’s more comfortable to go in a small team and move carefully in the dark.
Level of fearFear is wide-ranging and adjustable: from non-contact to contact format. Suitable for teens 13–15, but better with adults and without overly large teams.
Actors' gameThe actor works subtly and unpredictably, sometimes changes roles, and is woven into the puzzles as a dynamic element. Even in non-contact mode, the actor scares effectively without overacting.
Quality of riddlesThere are many puzzles—logical and diverse: purposeful searching, ciphers, tech, and classic locks. Overall fair and sequential, though some teams want more “intellectual heft,” and there’s occasional extra information. The pace ramps up toward the finale, which also has plenty to do.
PlotThe story of the mystical bar unfolds as you go: locked doors, floor markings, whispers about Mary, and vanished patrons come together into a coherent legend. No spoilers: there are a couple of unexpected twists toward the end.
Difficulty levelMedium difficulty: hints help newcomers, experienced players will move briskly. Typical runtime is 45–60 minutes, with a couple of attention-based hiccups.
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