WeaknessesSometimes too loud: screams and music hurt your ears and drown out hints. For some, there’s an overload of jump scares and darkness, which leaves less time for puzzles. Rarely, there are complaints about sloppy props and the inability to take a photo with the actor after the game.
StrengthsStrong acting with unexpected appearances and great physicality. The setting and sound hit at the right moments, creating dense tension. Organization is on point: you can choose contact and get hints without extra fuss.
SecurityBefore the start you get a clear briefing, the admin stays in touch, and the contact level is chosen. It’s dark, tight, and loud — warn them if you’re sensitive to noise; you can ask to turn it down; rough contact isn’t used by default.
Level of fearIn terms of fear, the quest is strikingly strong: many say it’s “very scary” and even remove the actor. For the impressionable and for children, better take the light mode; teens with parents manage fine, but the very sensitive will struggle.
Actors' gameThe actors are the main driver: the “girl,” the “rabbit,” and other characters scare not through rough contact but through sudden appearances, voice, and movement. Contact is discussable and adjustable; you can play without it — the fear still remains.
Quality of riddlesPuzzles are logical and on-theme with the lore, with difficulty from medium to “you’ll have to think.” In panic, solutions come harder, but hints help and don’t break the pacing. Sometimes teams don’t finish within an hour, though overall everything is solvable.
PlotThe legend about a grim orphanage and its inhabitants leads through several locations and keeps the tension until the finale. The opening is powerful; at times the ending feels confusing, but overall the story is cohesive.
Difficulty levelMedium difficulty: beginners are fine with hints, experienced players will move faster. If you scare easily, tasks feel harder due to constant tension.
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