WeaknessesThere are occasional technical hiccups, but they're handled properly and compensated. The nonlinear structure and uncertainty about task availability can break the flow at times, and the set feels a bit cold to some.
StrengthsRobust technical solutions, varied, high-quality puzzles with no padlocks. Responsive, fair gamemasters who offer subtle, non-intrusive help.
SecurityStaff keep watch throughout and intervene if needed; technical issues are handled fairly. Radiation is only a story element—the game is safe, though some areas are tighter.
Level of fearNot horror—more a tense mission experience, without jump scares. Not recommended for small children due to the difficulty; can work with older teens.
Actors' gameThe gamemasters get lots of praise: they pay attention, react quickly, hints are targeted and not too strong. It seems 5 hints is the limit, and they can also give time back if errors occur.
Quality of riddlesInventive, high-quality, fully electronic puzzles with many kinds of logical tricks. The nonlinear parts work well with 3–4 players; with two, progress can easily fall apart. Some interfaces aren't self-explanatory, so it's worth asking for hints early.
PlotYou need to get back into an evacuated Soviet bunker and secure a high-value data carrier within 60 minutes. The informant's briefcase provides leads and tools that must be used smartly.
Difficulty levelVery high—the venue's hardest room, about 9/10. Tough with two; ideal for 2–4 experienced players; beginners will need hints to keep it smooth.
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