WeaknessesSometimes there aren’t enough puzzles, or they come off as "fetch‑and‑carry." It’s chilly in the bunker and you can get dirty; some guests ask for more jump scares and crawling, and some complain about an abrupt finale. Rarely, there are gripes about puzzle logic and price.
StrengthsThe location is huge and extremely atmospheric; sound and lighting build a cohesive horror vibe. The actors play vividly and realistically, interact well with the team, and keep the rhythm. The immersion into the game world is felt down to the details — from props to the signature sounds of the infected.
SecurityThe project is non‑contact, with briefing and oversight from the host; they’ll prompt via radio if you’re stuck. The bunker is cold and dirty, but they provide jackets, gloves, and helmets — dress comfortably and in clothes you don’t mind getting messy.
Level of fearGenuinely scary due to darkness, sound, and sudden appearances, but without rough physical contact. It can be tough for the impressionable and timid; teens with adults are usually comfortable.
Actors' gameThe actors are the main driver of the quest: professional, with improvisation and tight interaction, creating the feeling that there are twice as many of them. Special mention for the signature "clicker" sounds, competent story‑led guidance, and radio support.
Quality of riddlesThe puzzles fit the story, clear and fair; there are mechanized elements and stealth moments. Rather easy‑medium; under the pressure of fear the brain pleasantly ‘boils’. Sometimes there are few of them, and some tasks resemble searching and carrying items.
PlotA survival story in an infected laboratory: you help carry out a rescue operation and get out alive. The arc holds tension, with a smooth escalation of danger and occasional twists.
Difficulty levelPuzzle‑wise — low to medium, suitable for beginners and mixed‑experience groups. Physically you’ll need to move, hide, and sometimes crawl, so it’s best to wear comfortable clothing.
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