WeaknessesFew puzzles and they’re easy; riddle fans may be left wanting. Large teams can feel cramped and noisy, and light modes may have downtime. Isolated complaints about excessive roughness and different contact for women and men.
StrengthsAtmosphere and setting are well thought-out, with sound and light working for immersion. Actors are charismatic, hints are given in character, and the location is large and varied.
SecurityClear briefing before the game, the safeword works, and contact level is tailored to your request and age. If you don’t want rough stuff, set boundaries in advance; on hard modes contact is tangible and may leave marks.
Level of fearScary and tense, but you can choose the mode: 14+ without brutality suits teens, 18+ with pain for the experienced. On hard settings the contact is rough, bruises and use of stun devices are possible — choose consciously.
Actors' gameActors are praised almost unanimously: they keep the pace, scare with a mere appearance, and interact subtly with the team. Hints and scenes are woven into the game; sometimes there are many actors accompanying the whole session.
Quality of riddlesPuzzles are logical and fair, at times unconventional, but there aren’t many — the emphasis is on dynamics and contact. Experienced players may find it easy; for newcomers it’s just right.
PlotThe story about a missing team in 1943 unfolds through actions and encounters, without extra lectures. On light modes, some players noted pauses in plot development.
Difficulty levelDifficulty leans toward easy-medium, suitable for newcomers and groups without experience. Fans of complex ciphers and dense plotting may lack challenge.
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