WeaknessesSometimes there are tech glitches and questionable laser segments; a few noted a tired or too-young actor. A handful felt there were too few tasks or the ending was weaker than the start. Minor organizational hiccups happen but get fixed on the spot.
StrengthsStrong acting, tension, and sudden appearances work flawlessly. Sets and sound create a cohesive world; puzzles are mostly logical and allow for different approaches. The on-site team is friendly and offers hints if you stall.
SecurityDetailed briefing, stable radio comms, contact level adjusted on request, no violence. You’ll be moving a lot, so comfortable clothes are a must-have.
Level of fearGenuinely scary: screams, dark corridors, adrenaline spikes—just as it should be. For the sensitive and for teens you can request a lighter mode; there are fewer scare beats, but the drive remains.
Actors' gameActors earn near-unanimous praise: the performances feel alive, improv is sharp, characters stick. Interaction is flexible—from minimal contact to more active—and hints and support come over the radio.
Quality of riddlesVaried puzzles: electronics and mechanics to search and logic, mostly fair and clear. Harder to solve under fear, but with hints the pace doesn’t drop. Occasionally criticized: a buggy laser or the feeling there could be more tasks.
PlotThere’s a clear backstory and a running intrigue that nudge you forward even when it’s scary. It holds tension to the end, though some guests found the finale less bright.
Difficulty levelMedium difficulty: newcomers are comfortable with hints, and experienced players still have room to push. The sweet spot is 4–5 people; in pairs it’s both harder and scarier.
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