WeaknessesSometimes people say the quest is a bit short or they’d like more locations and “hardcore.” Some guests scolded one contentious moment involving the use of force and minor organizational hiccups like photos during the game. Rarely mentioned it’s a bit stuffy inside, or that among truly hard tasks mainly the final stood out.
StrengthsAuthentic decorations and deep immersion into the prison’s story with several rooms and a spectacular finale. Hosts are attentive and tactful; hints via radio are timely and on point. Good for groups of different ages, you can celebrate events, there’s a lounge area.
SecurityBefore the start — a clear briefing and a “no force” rule. Reviews often note cleanliness, working mechanisms, and even the presence of fire detectors; rare claims concern one contentious physical mechanic.
Level of fearThe quest isn’t scary, at most light suspense from the prison atmosphere. Suitable for kids and families; ages 7–10 get through with adults and hints without stress.
Actors' gameNo actors; interaction is with the host over the radio. Administrators keep the pace, prompt delicately, and create a good vibe before and after the game.
Quality of riddlesPuzzles are logical and diverse: mechanics, electronics, observation tasks; “key–lock” is kept to a minimum. The finale is often noted as strong; sometimes it’s the hardest part. Tips will help newcomers, and experienced players will appreciate the neat logic without blatant inconsistencies.
PlotYou are prisoners of the Fort: you have 60 minutes to escape and a chance to reach Old Man Fura’s treasures, encrypted by the warden. The story is delivered dynamically, with occasional team splits and a flashy denouement without spoilers.
Difficulty levelMedium difficulty: great for newcomers; kids 10–12 without experience may find it tough without hints. Advanced teams will pass confidently, but may want more trials and time.
Reviews