WeaknessesSometimes people complain about slippery floors and the risk of bruising at speed. There are rare glitches with booking or change, and not everyone gets even contact in large teams. Some guests noted a musty smell and that the story thread gets lost while running.
StrengthsThe asylum atmosphere and set dressing are superb; sound and light work to scare. Actors engage and keep the bar to the finale; there are individual tasks. The location is huge, close to the game, with lots of room to move.
SecurityThere’s clear briefing, safe words, and the option to go to the “green room” or lower contact on the fly. Lots of running and darkness: better wear non-slip shoes; staff monitor your condition and help, but the floor is slippery in places — they warn about it.
Level of fearVery scary: frequent jumpscares, dense darkness, physical dynamics. For teens and newcomers it’s better to take light or medium; the sensitive and people with triggers should consider no-contact mode and the “green room.”
Actors' gameAs for the actors — pure raves: they never break character, vary contact, catch the team’s pace and carefully guide you through fear. After the game they chat, support, sometimes give little goodies — a warm aftertaste.
Quality of riddlesPuzzles are simple and few, mostly “find and bring.” Hints are built into the game and delivered in character — fair and unobtrusive. Fans of tough brainteasers may miss hardcore logic, but the performance shines brighter.
PlotThe story leans on the Mount Massive universe: journalists, a corporation, religion and science all mixed, the goal is to escape while exposing the truth. The rhythm swings between tension and short breathers, no spoilers.
Difficulty levelEasy on puzzles; the main challenge is fear and physical load. Newcomers are comfy on light/medium; veterans will enjoy hard with contacts.
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