WeaknessesSometimes mechanisms trigger with a delay, and there isn’t always clear audio feedback, so it’s not immediately obvious that a solution worked. The room with books raises logic questions for some players, and the lobby and cloakroom are tight; with 5–6 participants it can be uncomfortable. Occasionally people complain about one-way communication with the admin and rare extraneous noises.
StrengthsGreat setting, music, and the Addams Family styling create a lively heist effect. Tasks are diverse: logic, attentiveness, a bit of searching, and tech tricks. Staff are friendly, helping without undue pressure.
SecurityThe game runs with lights on, no jump scares, rules are explained clearly, staff are on the line. The lobby is compact, and it’s better to press mechanisms without rushing—they trigger more reliably that way.
Level of fearThe quest is more moody and atmospheric than scary. Kids 8–10 with supervision are usually comfortable, though the sensitive might be a bit spooked by darkness and props like a coffin.
Actors' gameNo horror-style actors, but you can request an animator for kids’ teams—people note it helps without overloading the process. Interaction is mostly through hints from the administrator; sometimes they note one-way comms and delays.
Quality of riddlesPuzzles are generally fair and sequential, with team and chain mechanics, plus musical and technical elements. Experienced teams may breeze through, but newcomers will have enough to chew on. A contentious spot is the library: some lacked a sense of logic there or on-the-go hints.
PlotThe plot is simple and clear: sneak into the mansion, unravel the rooms’ secrets, and reach the treasure. The linear arc rests on the heist and nods to the Addams world, without extra detours.
Difficulty levelMedium difficulty: comfortable for beginners with hints, closer to easy for experienced players. Best with three to four people; a large group will feel cramped and find it harder to distribute tasks.
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