WeaknessesCommon gripe — few play rooms and a bit cramped. Sound and voice inserts are sometimes quiet, so hints have to be given at the door, which hurts immersion. Occasionally noted: worn decor or spotty triggering of certain secret compartments.
StrengthsThe 19th-century atmosphere and decor hook you from the threshold; everything looks and feels cohesive. Puzzles are varied, technically built, mostly logical and without "magic." Hosts help delicately and to the point.
SecurityClear briefing before the start; players are monitored attentively. Overall safe, but some wear and tightness are noticeable, and louder audio would make for a more comfortable playthrough.
Level of fearMore eerie mysticism than horror. Suitable for children and teens; sensitive players won’t find it too scary.
Actors' gameNo live actors; interaction goes through voice and the game master. Administrators are polite, give nudging hints and don’t drag you by the hand, but with quiet audio they sometimes have to speak from behind the door.
Quality of riddlesPuzzles are linear, diverse, and tech-driven, with minimal keys and safes. Logic is generally clear, but there are some non-obvious moments and rare premature triggers. The amount of tasks is enough for most, though fans of large-scale quests want more.
PlotThe story about the missing Dorian and the locked manor unfolds smoothly without unnecessary distractions. The legend helps you get immersed, and the finale feels logical.
Difficulty levelDifficulty is above average, great for experienced teams; newcomers often need hints, but it’s doable. There’s a level choice; optimal is three to four players.
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