WeaknessesFor some, there’s too much key-hunting, and a few tasks need clarifying help. Lighting is sparse in places and there’s less tech than in some rooms; technical hiccups occur rarely. Shoes must be left at the door and the floor can be cold.
StrengthsThematic design creates a very convincing Soviet-era mood; the room is logical and varied. The envelope-based hint system is inventive, and the staff are warm and attentive. The location is near the center and the lobby is pleasant—even the cats lift your spirits.
SecurityBefore the game there’s a clear safety and gameplay briefing, and the team is monitored. There are scares, but they’re controlled; note the barefoot/house-shoe rule and occasional low lighting.
Level of fearNot a horror room, but sudden sounds, jumpy moments, and even insect-themed bits can tickle the nerves. Suitable for older kids with supervision, though players with strong phobias should expect surprises.
Actors' gameNo live actors as a rule; interaction is via the game master and the hint system. If needed, the GM steps in or briefly explains, but generally the team is left to discover on their own.
Quality of riddlesPuzzles are mostly logical, varied, and at times mechanical; experienced players appreciate the fair design. At points the path is linear and key-based, yet the whole remains cohesive. Hint envelopes help keep the pace and prevent dead-ends.
PlotYou’re Western agents tasked with breaking into a KGB officer’s office, grabbing the secret file, and vanishing before the boss returns. The story flows smoothly across several rooms and gives a nice sense of mission.
Difficulty levelDifficulty is above average; as a duo it’s a grind, while four to five is ideal. Beginners are advised to use hints; for experienced groups it’s a pleasant challenge.
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