WeaknessesSometimes it’s chilly and there are footwear requirements, which not everyone likes. Hints can be delayed at peak load. Some players criticize “chains of code locks” and a contentious finale.
StrengthsStrong atmosphere and tidy set design, many varied tasks without unnecessary “magic.” Non‑linearity and good pacing — the team is constantly engaged. The staff are friendly, giving pinpoint, to‑the‑point hints.
SecurityBefore the start, you get a clear briefing; the waiting area and tea room are clean and calm. Sometimes the location is cool and you’re asked to wear shoe covers or take off your shoes — better bring warm socks in season.
Level of fearThis isn’t horror: more a tense espionage atmosphere. Suitable for children and teens; occasionally someone writes it’s “even scary,” but there are no scare elements.
Actors' gameThere aren’t actors as such; interaction is with operators. Administrators Adelina, Dasha, Yulia, and Ivan are often noted for tactful nudges and friendliness; sometimes people complain about delays when many groups are on shift.
Quality of riddlesThe puzzles are logical, varied, and on‑theme — lots of ciphers; attentiveness is key. Non‑linearity gives parallel branches and role distribution. Occasionally there’s a feeling of “too many codes in a row,” but overall the solutions are fair and non‑random.
PlotYou investigate a colonel’s secret in KGB headquarters: letters, caches, documents, and chains of ciphers lead to the solution. The story holds interest to the end; for some teams the finale sparks post‑game discussion.
Difficulty levelDifficulty is medium‑high. Beginners are comfortable with hints; going as a trio to a group of six is optimal, but thanks to non‑linearity larger teams won’t idle. It’s doable as a duo, but noticeably harder.
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