WeaknessesSometimes people complain about hints being too frequent, as if led by the hand. Rarely, they note plot holes and a sense of a small location. There was a single complaint about rough contact — better to discuss boundaries in advance.
StrengthsStrong atmosphere and cohesive staging: sound, light, and décor all serve the story. The acting is lively, flexible, and on point; administrators are attentive and gently guide you through the game. There are no-contact and light modes for teenagers, convenient for a first horror.
SecurityBefore the start they give clear instructions; over the radio they help and can soften the fear mode or stop the game. Overall careful and client-oriented, but there was a single negative about excessive contact — it’s useful to agree on acceptable touching in advance.
Level of fearScary and at times very loud, with jump scares and tension; on light mode most teens 13–16 manage, but the especially timid may struggle. For the sensitive, it’s better to choose the no-contact mode — safer and calmer.
Actors' gameThe actresses are praised for flexibility, sudden appearances, and a chilling voice that keeps you on edge even in silence. The level of interaction is adjustable: from no-contact to contact, where individual tasks are possible.
Quality of riddlesPuzzles are mostly logical and on-theme, without absurdity, sometimes requiring attention to small details. In the dark and under the pressure of the atmosphere they feel harder, so radio hints come in handy. Rare reviews note the non-obviousness of some steps without help.
PlotThe story of an abandoned late-60s orphanage unfolds as you progress and comes together in the finale, leaving an aftertaste of sad mysticism. It works for most, though some players felt it lacked cohesion.
Difficulty levelMedium difficulty: newcomers do fine with hints, experienced players enjoy the performance more than hardcore puzzles. Under fear, even simple tasks take longer.
Reviews