WeaknessesSometimes people complain about excessive darkness/red light—hard to make out small details and codes. Rarely they write that the plot was lacking or the action made it hard to follow; occasionally that there wasn’t enough actor presence. On hard modes bruises or bites are possible; there were isolated complaints about a stun device and roughness—discuss boundaries in advance.
StrengthsStrong acting with improvisation, cool lighting/sound work, and meticulously built locations. Diverse mechanical and logical tasks without bottlenecks; hints are on point. Friendly staff, convenient for celebrations and newcomers.
SecurityClear briefing before the start; you can choose the contact level for the whole group and for each participant. Sharp edges are covered, there’s CCTV for kids; on hard the contact is tangible—agree on safe words and limits.
Level of fearOn medium it’s scary and dynamic; on hard it’s genuinely brutal—beginners often ask to lower the level. For teens 12+ they choose light/medium and praise the balance of fear and comfort.
Actors' gameActors are noted as very involved: they read the team finely, never break character, and keep the tension. They prompt at the right moment, interact a lot, and can add or drop the intensity on request.
Quality of riddlesTasks are reasonably challenging and fair, with varied formats: from search and mechanics to logic and a bit of “school” math. Solved sequentially with no backtracking; under pressure they feel harder—but actors gently guide. No random codes—everything flows from in‑room clues.
PlotThe core is a grim story of a plague doctor and occult rituals that leads you from room to room. The plot is present, but some teams note it’s easy to lose sight of amid the action.
Difficulty levelNewcomers are comfortable on light or medium; experienced players will enjoy hard with dense contact. Puzzles are mid‑level: no calculators, but you’ll have to think—especially on adrenaline.
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