WeaknessesSome find Medium/Easy too gentle and not the scariest; experienced players may lack challenge. It can be stuffy and cramped in places; some guests complain about excessive roughness and a mismatch with the agreed level. Rarely — a sense of rush or the feeling there should be more rooms.
StrengthsStrong acting, deep immersion, and a working 'silence mechanic'. Atmospheric locations, lots of rooms, hints are given delicately and in theme. Contact is flexible: from no‑contact to rough on request.
SecurityBefore the start, discuss boundaries, age, and mode; ask for no‑contact or soft if you aren’t ready for pain. Reviews mention cases of excessive roughness and injuries at high levels, so listen to the briefing, keep quiet, follow instructions, and agree on safe words.
Level of fearOn Hard and above it’s very scary and physically intense — for adults with strong nerves. Easy/Medium is often chosen by newcomers and teens with consent and clear boundaries, delivering 'scary but playable'.
Actors' gameActors are noted as charismatic and flexible: they hear requests, improvise, and keep a balance between fear and play. The image of the blind colonel works flawlessly; contact ranges from gentle escort to harsh performance with your consent.
Quality of riddlesPuzzles are mostly logical and varied: search, UV, mechanics, and simple multi‑step chains. Fairness is solid, there’s no extra 'magic', but on adrenaline it’s easy to blank out. Battle‑tested questers may find them easy, but for first visits — just right.
PlotYou break into the house of a blind colonel seeking money and answers, and the house answers with threats and hidden caches. The story unfolds in the vein of the film: less light, more listening, and chilling surprises.
Difficulty levelBy tasks it’s from easy to medium; the main challenge is the silence, tension, and contact. Newcomers should pick Easy/Medium; experienced players and fans of hardcore — Hard/Ultra‑Hard.
Reviews