The last battle of the masters. Photos of the quest “Storage”

Before moving on to the description of the quest itself, let's say a few words about the entire series.

The Exit.am team decided not to waste time on trifles and created a multi-part saga about a casino robbery: 6 quests, not just united by a common idea, but representing a sequential narrative. Each quest in the series is a logical continuation of the previous ones and the next step towards the cherished goal. What could be our purpose in a casino? Of course, steal (we are adults and we understand that we won’t be able to win honestly) many millions of dollars for a comfortable life on an island with golden beaches, palm trees, long-legged beauties (or courageous handsome men), cocktails, yachts and parties until the morning.

Achieving a cherished goal is not easy. With each quest series, the plot twists more and more dashingly and, like in a real Hollywood film. There will be corrupt croupiers with whom you will need to negotiate, and the beautiful mistress of the main boss of the casino, and evil security guards who do not care about the law and for whom injuring or even killing a person costs nothing. The creators of the quest step by step immerse you in a fictitious story, asking you to plan the operation in detail, get all the necessary keys, hit the jackpot, think through escape routes and turn off the alarm before starting the robbery. All this takes place in the scenery of a real casino (the quest locations are located in the premises of the former Metelitsa casino), thought out and recreated carefully and scrupulously. Sometimes it seems that the owners of the offices were here literally an hour before the players, and if you don’t make it in time, they will come back and catch you.

After completing the first five quests, the finale begins, the hour and a half quest “Storage”. In this part, you will have to directly get into the casino's cash vault and open safe deposit boxes using the information obtained during the previous episodes. Of course, you can come to the Vault unprepared, but it would be a pity to leave it without money. And you won’t get the full satisfaction at the end of the game, you won’t appreciate the changes in the plot. So we strongly advise you to complete this quest only after completing the previous “series”.

By the way, the moment of collecting money is located not at the end but in the middle of the plot. After which the team will need to overcome several more obstacles. Exit recommends “using your sense of time” and not giving in to attacks of greed, because in pursuit of extra pounds of money you may simply not have time to exit. The Quest Guild recommends that the team split up at this stage of the game.

The quest room is very large, which allows four people to play comfortably. At the same time, it is not always clear where the end is and how many more tests have not been passed. So don't relax ;)

The game plot, right down to the vault itself, is linear, but not boring and dynamic. Solving a number of problems will require a coordinated teamwork and quick response. In the vault itself, you have to act as quickly as possible in order to have time to get out of it. We recommend coming to the game as a full team of four people.

Level logical problems Mostly quite complicated. However, if you have mastered the “Security Room”, “Escape Route” and other quests in the series, we are sure that you will succeed! The tasks are interesting and non-standard, there will be something to puzzle over. Although their number is not very large, most of them are multi-pass, so you will have to act quickly.

As for dexterity... I wouldn’t like to reveal all my cards, but it, like strength, will come in handy.

In "Storage" there are several very dynamic team tasks that are interesting to complete even when it has already become clear what needs to be done. Players will likely need multiple approaches to complete the task, but these will be moments of triumph of fun and focus team interaction, as well as individual dexterity and mental acuity.

It is better to come to the quest in comfortable clothes that will not restrict movement. The premises are quite clean, and to protect against abrasions or at least some damage to clothing, just in case, the organizers offer overalls that can be thrown on top.

The quest format, 90 minutes instead of 60, is completely justified. This is just enough time to get out of the vault with the money. Precisely because the duration of the quest is one and a half times longer than usual, its cost is also one and a half times more average cost quests in Moscow.

I would like to congratulate the Exit team on truly good quest, one of the best in Moscow at the moment. The result is a very high-quality, interesting and quite complex story, which you get a lot of pleasure from playing.

If you are an inexperienced player and have just begun to get acquainted with the world of quests, then we advise you to try a less complex robbery. For example from the team

Please check the exact price of the game when booking on the company’s website.

If you liked the quest review, book it on the EXIT website (link).

If you find a typo, select the text and press Ctrl + Enter

Atmosphere

84 % / 83 %

Plot

67 % / 87 %

Logic problems

88 % / 78 %

Action and Agility

80 % / 77 %

Teamwork

83 % / 87 %

Clean and safe

75 % / 88 %

How we evaluate

All quest scores are given by an independent expert board, in comparison with other escape rooms, based on a closed voting protocol, based on the results of completing the quest by one of the groups of the expert board.

Photos of the quest “Storage”

Other quests of the EXIT company

All EXIT company quests (7)

Reviews for the quest “Storage”

Leave feedback
  • Lyudmila Grigoryeva
    July 27, 2016

    The idea and execution are just super)))) A storm of emotions and a small cart))))) We defeated everyone and were able to get out!

    Atmosphere: 90%

    Plot: 100%

    Logic problems: 90%

    Action and Agility: 100%

    Teamwork: 90%

    Cleanliness and safety: 100%

  • Dmitry Kerbel
    February 24, 2016

    We went through the entire series of EXIT quests, and as a result, the impressions were very contradictory.

    I liked Jack Creighton’s Office and the Escape Route very much - cool ideas, cool atmosphere, interesting riddles, the “voice-over” appeared exactly when it was really needed, and not when it seemed to him that it was time to help.

    Security Room - 50/50, the beginning was great, but in the end I didn’t really like the logic of passing the location and the ending confused me. We didn’t even immediately realize that we had passed everything and it was time to leave.

    But then the problems started.

    In Gloria's Room they immediately started telling us something, although we, firstly, went through everything ourselves and, secondly, did not ask for help. And exactly in the middle of the quest, one of the key mechanisms stopped working. At first we fought with it ourselves (the “voice” with the prompts immediately disappeared somewhere), then we started asking for help, there was no reaction, and when after 15 minutes the “voice” appeared, it began to assure us that we were doing something... then we're doing it wrong. At the same time, it was quite obvious that from his point of view, he simply could not see what we were doing and how the mechanism reacted to it. As a result, we spent a lot of time convincing, then they finally sent us a person who was convinced that the mechanism did not work. And this was a hint to us not to continue the story with these quests... By the way, the organizers somehow tried to resolve these issues, apologize, make discounts, but what was the point? Thank you, of course, but the way this happens and is resolved kills the whole atmosphere. It happened to us when completing other quests that something didn’t work, it was glitchy, but people somehow solved it all cheerfully and at ease, leaving only pleasant impressions from completing (or even not completing) their quest. And at EXIT, judging by the number of similar reviews, they don’t know how to work with this. Guys, it's easier than it seems! :)

    The VIP room of the casino disappointed us because after about 40 minutes the actor got tired of our company and stupidly began to suggest, without even trying to disguise it as part of his story. Although it seems that the role allowed him to give clues in a different way, without destroying the atmosphere and plot. And at the end, the next technical problems began, people came again, fixed something and swore at the quest visitors who were breaking the props... Well, how could it be possible not to voice this in our presence, especially since we didn’t specifically break anything, but screwed with what we had.

    Well, I didn’t like the Warehouse from the very beginning, either with its atmosphere or technical solutions. We expected something different from the start. But WOW it didn't work out. There are a bunch of similar quests about heists. There were no really unexpected or interesting mysteries. As a result, some of the mechanisms traditionally malfunctioned; the “voice” with the prompts sighed sadly and reluctantly explained what to do. Listening to these sad sighs, at some point I wanted to say “thank you, we’ve played enough, goodbye.”

    In general, the idea of ​​this series of quests is great, I sincerely envy those teams who went through everything without mistakes and with the organizers and actors in a good mood.

    Unfortunately, it didn’t work out for us, and for the money we spent in this establishment we wanted higher quality, more atmosphere (there are huge opportunities for this!) and significantly fewer technical jambs.

    Atmosphere: 50%

    Plot: 80%

    Logic problems: 70%

    Action and Agility: 50%

    Teamwork: 70%

    Cleanliness and safety: 80%

  • Alena Bogatkova
    January 31, 2016

    We finally made it to the vault! Five stages have been completed, all the keys, hints and cards have been collected - and now there is a chance to rob Jack Creighton!

    The challenge was accepted, and the quest was completed with flying colors - the first line and the largest amount for which the casino was robbed is ours!

    As always in EXIT quests - polite administrators, attentive croupiers, subtle tips that make it possible to complete the task yourself, an amazing script and an atmosphere of reality of what is happening!

    I look forward to new projects from the EXIT team!

    Atmosphere: 100%

    Plot: 100%

    Logic problems: 100%

    Action and Agility: 100%

    Teamwork: 100%

    Cleanliness and safety: 100%

  • Akhmat Yakhyaev
    January 19, 2016

    We started passing in November 2015. from Jack’s office, then in order, Gloria’s room, the VIP room, the security room, and the escape route. We got to the treasured vault and decided to “rob” Creighton. BUT! On January 15, 2016, when completing the “Storage” quest, we were, to put it mildly, extremely disappointed, and it was not our ingenuity, but the organization and technical component of the quest room, I’ll explain why, I’ll try without spoilers. The start was great, we immediately figured out what to do and practically Without hesitation we reached the “authorization” room, here the problems began, in which we lost 35 minutes (without exaggeration), at first we couldn’t get through authorization, we immediately understood the logic of the decision, but for some reason the room almost immediately lit up in red, we sorted it out 10 minutes, we decided to take a hint, the operator was at a loss why it wasn’t working, he sent people, they came, started to figure it out and it seemed that the problem was in the sweatpants left right next to the next door (i.e. they were outside the area with flowers), operator’s camera was directed directly at the door where these pants were lying, why the operator did not immediately figure out the problem also raises questions, then I personally, following the instructions of my friends, reached the final stage of the authorization room, but the green light did not light up, again there was a hint, and the operator said “Press in end on the button", again 3 minutes of time to go through the authorization stage, I press the button and voila, the door opened, but the authorization room did not light up green, in the next room (where the chairs are) they explored for 5 minutes and could not find a solution, and then ! after 5!!! minutes, the operator says, “Guys, you haven’t passed the authorization stage, close the room with the chairs and go back to go through authorization,” stupor, interest disappeared, we explained to the operator that he himself told us to press the button, in response, he sent us people who passed this stage, and in exactly the same way as we did, but the green light magically lit up for them, and they didn’t press any buttons, the question is why the operator, who should lead us in the right direction when the need arises, leads us astray and wastes our paid time?? From 35 minutes that we spent on the authorization stage, with a fully operational stage we would have spent no more than 10, in the end 25 minutes were consumed by problems and the operator took away from us the final result of what we were striving for - the successful completion of a series of Exit casino quests, the money was collected in full, by the way, the person who came to the quest room to fix the problem for the second time promised us to add time, because it was clear why and by whom this time was wasted, but no time was added, exactly 1.30 minutes later we They informed me that the quest had failed and asked me to leave the room. In general, my advice to the teams who are going to take this quest, guys, if the slightest bit of doubt creeps in that there is a problem in the passing system, immediately contact the operator with a demand to fix it urgently, otherwise no one will add time to you.

    Atmosphere: 80%

    Plot: 80%

    Logic problems: 10%

    Action and Agility: 10%

    Teamwork: 100%

    Cleanliness and safety: 100%

  • The city of Arx in Act 3 of Divinity Original Sin 2 is a very large location. And you will find quite a lot of quests in it that will take up a lot of time in your adventure. To resolve difficulties that you may encounter when completing quests in the city of Arks, read detailed description them in this article.

    Battle of the Gates of Arx

    When you get to the bridge near Arx, vampire fiends will appear. Defeat them and receive a reward from the paladin captain.

    Execution at Arx

    Go to the courtyard of the masters' barracks, you will meet a woman who will ask you to save her wife - a paladin who is about to be executed for not following orders. Approach Lord Kemm and convince him to spare this paladin (or conduct the necessary investigation). Later, you can meet the freed paladin in the magisters' prison to receive from him the quest "Linder Kemm's Refuge".

    Linder Kemm's Vault

    If you saved the paladin from execution in the quest of the same name, you will meet him (in fact, she) a little later in the masters' prison. She will tell you that Lord Kemm has his own secrets. If you free Windego during the quest "Mercy is Strength", you will learn that Lord Kemm is secretly working for the God King. In the town square of Arx there is an artist painting pictures about the war. Cast a ghost spell to see his father's spirit standing nearby. Talk to the artist's father to learn that Lord Kemm has a unique collection of paintings in his vault.

    In the thieves' guild in the sewers, you can buy the desired painting (from the children) if you can convince them. You can learn about the location of the entrance to the thieves guild from the little girl from school. The entrance to Lord Kemm's vault is in his garden. You need to pull the hidden lever to open the hatch.

    After pulling the lever, enter the vault through this hatch.

    Inside Kemm's hideout, there are several automatons patrolling the area. Either get past them or fight them (you need to kill them with a source of lifesteal). At the end of the vault, activate the ghostly vision and put the painting you bought from the thieves guild into the empty frame (where it was stolen from). This will open the secret room.

    Inside the room there is a painting called "Responsibility" (rough translation). Take it with you, leave the room, and then activate the book on the right shelf.

    Behind the stone door is a hatch that will lead you to the God King's Temple. After you complete the dialogue with the god king, interact with the sign on the ground. It says here that only the king God knows the weight of responsibility. This is the clue that connects this place with a picture.

    Place the Responsibility painting on the altar, which will open a hatch leading to Arhu Prison.

    Lord Arhu was imprisoned here by Lord Kemm. To free him, you need to use ghostly vision and use the source of vampirism (in conversation) on two tormentors.

    Please note that on the statue there is a dagger needed for the Red Prince's quests.

    Once Lord Arhu is freed, four defenders of the Black Ring will appear and attack you. A little later, Lord Kemm will arrive, who will also have to be destroyed. If you want to save the life of Arch, then it is advisable to keep him as far as possible from opponents, using teleportation. But if he dies, you can still talk to him by using Phantom Vision. After you defeat Kemm and the Black Rings, Lord Arhu will tell you how to solve the puzzle in the cathedral.

    Finding Lord Arhu

    Lord Arhu is locked in Lord Kemm's vault. We offer you detailed instructions about how to get to Linder Kemm's hideout in the quest of the same name. First, visit the thieves guild, which you learn about from the girl at school, and buy the painting stolen from Kemm from the children. Move into the garden and find a hidden lever that opens a hatch, which will lead you to Kemm's vault.

    Bypass or defeat your opponents using the source of lifesteal. At the end of the hideout, use ghostly vision and place the painting you received from the children in the thieves guild in the empty frame. Go into the opened corridor, find the painting “Responsibility” inside it and take it with you. Interact with the book on the right shelves to open the passage further. Behind the stone door there will be a hatch that leads to the temple of the god king.

    After talking with him, examine the sign on the ground, and then place a picture on the altar with the name that is indicated there (responsibility). So you will get through the hatch to the prison in which Arhu sits. Use Ghostly Vision to find the two spirits holding Arhu, then destroy them with a source of dampirism. Then take from the statue the dagger that the Red Prince needs in his personal quest, and then defeat all the enemies, including Kemm. You can teleport Lord Arha further away so that he will surely survive. Or, if he does die, use ghost vision to communicate with the spirit of this person. This will tell you how to solve the puzzle in the cathedral.

    Master of Dreams and Nightmares from Arx

    In the Master's vault, located under the barracks, you can find the book “Report on the Toy Dealer”. This way you will learn more about this seeker. Alternatively, in a conversation with the freed Lord Arhu, you will learn about a certain Jefferson, whom you need to contact in order to get into the cathedral. Go to the toy store and convince him to help you. He will give you an amulet that can contain the source.

    You must fill the amulet with the source and then return to Sanders. When you do this, talk again with the seller of the toy shop. If you can convince him, he will tell you that you will need a scroll of atonement to enter the divine tomb. The scroll is in a locked table on the second floor of the store, and Sanders himself will give the password for it. If you cannot convince the man, you will have to sneak to the second floor and break open the box with the scroll. The amulet and scroll are needed to open the hatch in the cathedral.

    The last battle masters

    When you get to the masters' barracks, you will see that the paladins are busy searching for the masters' secret quarters. The hatch they need is hidden under several boxes in the trap room. You can try to convince a nearby spirit to point to the correct combination for the hatch, but this is very difficult to do. The right combination actually ties into the Masters' motto: mind, body, community and divinity.

    You will gain experience just for solving the riddle, but the spirit will disappear. Therefore, if you need the source, then use vampirism before solving the riddle. Inside the vault you will see four switches that are hidden behind the paintings. Remove them and activate them in the correct order according to the Masters' motto described above. Inside the secret room, read the report to gain experience, and if you use ghostly vision, you will receive additional information. Here you will also find another report about the toy seller. This is how you activate this quest. There are three Geists on the second level of the Magister Vault. Kill them all, search them and take another book, which says that Dallis wants to resurrect... (and we won't spoil it). At the same time, the quest “Rebirth of the King” will start.

    Rebirth of the King

    On the second level of the masters' shelter, located under the barracks, you will find a book next to the table, which indicates exactly who Dallis wants to resurrect. Return to the Hall of Echoes and meet with Tarquin. He admits that he helped Dallis, and as compensation he will give you Anathema (BEST two-handed weapon in the game).

    Missing prisoners in Arks

    Enter the prison and talk to the paladins. You will learn that the magisters were investigating the disappearance of several prisoners who disappeared directly from their cells under the magisters' barracks even before the paladin uprising began. After you defeat Isbeil in the quest “Secrets of the Dwarves”, you will be able to find the missing prisoners in her laboratory. They died because they were sucked out to obtain the source.

    Mercy is strength

    In the camp of the leader of the Black Ring, you will find a letter that lies in the war room and tells about Windego. You will meet this witch again in the inner basement of the magisters' prison on the island of Arx. To get there, you need to convince the paladins that you can resist her. If you decide to save her, you will need to give her a sufficient number of items or coins to improve your relationship with her.

    After this, interact with the switch nearby to open the cage. If you have the special blade needed for the Red Prince's quest (and you can find two blades - one whole and the other in parts), you can free Windego from his oath to the king god. But in this case, do not forget that if you have one blade, then you will not be able to save the Red Princess in the Red Prince’s personal quest. If you don’t have a blade, Windego will tell you that there is one in Lord Kemm’s vault.

    Mistakes of the past

    The title of the quest is the name of a prisoner in the Masters' Prison, which you can get into through the sewers (first, use ghostly vision in the Masters' barracks, and then talk to Winslow and agree to help him find Banne). Banne's corpse can be found near the sewer. Using a ghostly vision, find his spirit and talk to him, after which you can go inside.

    When you get to the cell with the boy, activate the ghostly vision and see dead seekers trying to keep the prisoner in the dungeon forever. You can leave them alone or break the boy's cage. He will turn into a crazy villain and attack you. If you leave this area without killing the boy, then when you visit this place again after some time, you will find that he has escaped.

    Old means golden

    In the western part of Arx, near Lord Kemm's mansion, there is an antiques dealer waiting for a famous appraiser named Kat. Inside Kemm's mansion, you need to talk with expert Kat, and if you can convince her, she will ask you to find three valuable antiques stored in Kemm's hideout. Inside this shelter there are several automatons that you will have to kill or bypass. If you kill, then use vampirism. Once you find three relics, return to Kat for your reward.

    School release

    In the southeast corner of this area is a school occupied by outcasts and excommunicated monks. If you talk to the little girl there and convince her, she will indicate on your map the place where the thieves guild is located. Talk to another Griff, and if you tell him about the one in Fort Joy, you will receive experience points. Griff will ask you to help restore the school and drive away the enemies. You need to talk to Shori's sister and convince or force her to leave. After this, you can return to Griff for your reward.

    Secrets of the gnomes

    There are several ways to activate this task. Either you sneak into the wedding venue, receive an invitation from a drunken dwarf located outside the building, or sneak through the backyard. In addition, you can get here through the sewer. When studying the latter, be careful, because new opponents will appear there - fog spiders, which emit a poisonous fog after killing. The feast was interrupted by an attack from the fiends of the Void.

    Examine the statues to find traces of fiends near the pipes. Talk to the dwarves for more information, then activate the ghost vision to see the wandering ghosts of the slain guests. Interact with the wedding cake and it will explode. Enemies will appear, and you will have to destroy them. Having dealt with them, talk to the guards and find out who exactly sent this cake. He will be a certain doctor, who is also connected with Lowse’s personal quest. Enter the sewers and then make your way to the royal courtroom. On the eastern side of the second floor of the sewer, there is a suspicious hole in the wall.

    Destroy it and then go to the courthouse. When you meet the queen, you will learn that she is being manipulated by Advisor Isbeil. Try to convince the queen, but Isbeil will neutralize everyone and the ban in his laboratory. After a while you will be freed from the sorceress's spell. It will be necessary to kill her along with the minions from the Black Ring. The fight will be difficult since you are at the bottom and they are all at the top. Use ghostly vision to communicate with the spirit of the murdered Isbeil and find out the reason for her anger. After searching the place, find the queen and decide what to do with her. An illusory door located nearby leads to the queen. On the other side of the laboratory there is another similar door, but behind it there is a deadly trap.

    Demon Crush

    This quest is related to Lowse's personal quest. When you get to Arx, you will find out that in the northeast there is the house of a powerful demon who has settled in a certain doctor. If you want to enter this house, you will first need to do something - either kill Isbeil in the quest “Secrets of the Dwarves”, or free Lord Arhu from Kemm prison.

    This way you will receive an invitation from the doctor. Go to his back house and talk to Illness near the entrance. Chat with the woman, she will transport you to the demon dimension. Follow her and smell the candles. Even after this, the boss's HP reserve will be equal to 11,000. Go inside and kill the nurse, and then talk to the Doctor. If you don't touch the nurses, they will constantly restore his HP supply. Spend the source as soon as possible so that the doctor does not suck it out of you. In one of the cabinets there is Quinn's armor, which allows your character to fly.

    Consulate

    You will need a special dagger. You can either find it in Lord Arhu's prison, or collect it in parts (two in total) on the Nameless Island. Without him, it will be impossible to free the Red Princess. To get to the consulate, use a character with the best theft and hacking. Get to the fountain. You can find the key that opens the doors, you can break them. Using teleportation pyramids, you can move the entire group behind one character. Finally, activate the ghostly vision to find the portal.

    Go through it to the arena, fight with the reflections of the characters you met earlier. Destroy their mirrors early, from afar, to avoid the battle, or do it during the battle (otherwise the reflections will respawn). Go to the door, one of the heroes get to it during the battle to move the entire squad to a safe zone. Talk to the seeker near the portal and find out where the Red Princess is. If you have a blade, you can free her from her oath to the king god. Use the Red Prince's fiery breath to give birth to a dragon, and then leave the dream.

    Finding treasure in Red Dead Redemption 2 is not only exciting, but also profitable. Finding the treasure of Jack Hall's gang is not difficult, and the reward will be pleasant - pair of gold bars, costing 500 hard dollars each. You can start searching immediately after the start of the second chapter of the story. Actually, this is part of the quest called “ All that glitters”, which you can take by buying from a stranger named Maximo map. He wants for her 10 dollars, but you can, by bargaining, drop it in half. If Maximo is killed or disappears, the map will be available for sale to buyers of stolen goods. His The location is marked on this map:

    After that you have to get to the top Caliban's Seat, and there you will find a rather inconspicuous path that leads down the right slope. In the place where you have to jump over the abyss, the first treasure of Jack Hall's gang is hidden, it awaits you in the crevice on the other side. It's not difficult to jump over the chasm - after all, we're playing Red Dead Redemption 2, not Prince of Persia. More precisely, not the treasure itself, but next card.

    Video walkthrough

    Second card much easier. Must visit Cotorra Springs and find there stones stacked in pyramids, in one of them, the one located near the center, and hidden third card.

    She will lead you to the lake O'Creagh's Run. There is a small island in it, on which rises a rock, under which the treasure is hidden - nothing complicated. That's it, after collecting all three treasures, the search for treasures of Jack Hall's gang can be considered completed, and the wallet

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