WeaknessesSometimes the music is too loud, making it hard to hear the radio and each other. Occasional technical snags with equipment and video. Some spots are cramped and dim, which leads to silly item losses or tripping.
StrengthsThe atmosphere hits hard: it feels like a real bunker, with excellent sets and a solid soundtrack. Tasks are diverse, with an emphasis on tech and teamwork; the finale keeps you on edge. Many rooms and interesting transitions, and radios add extra drive.
SecurityThere are nuances: tight crawls, low lighting, smoke, sharp edges, and occasional little electric “zaps” — be careful. There’s a briefing before the start; comfy clothing and attentiveness help a lot.
Level of fearNot scary, suitable for teens and those who avoid horror. But it’s active: wear comfortable clothes and expect a bit of physical activity.
Actors' gameNo actors; contact with the “commander” is via radio. Administrators are responsive and guide you in time, though some teams felt there were too many hints.
Quality of riddlesPuzzles are hard but mostly logical, with a good difficulty ramp. Lots of tech, lasers, and coordination tasks over the radio, with non-linear branches. Occasionally there are moments that feel non-obvious or reward “early” finds.
PlotYou are saboteurs infiltrating a North Korean bunker to disable the reactor. The story is simple and convincing, and the climax is a race against the timer.
Difficulty levelThe level is high, closer to experienced teams; it’s tough for two. Best to go as three or four; beginners will be helped by hints and role distribution.
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