WeaknessesSome puzzles feel illogical or break the pace; the starting room eats up time for many. Darkness and weak lighting make locks hard to handle, hints are sometimes hard to hear. Occasionally — a tight schedule and complaints about the Scarecrow’s portrayal from experienced players.
StrengthsDeep immersion, quality set design and acting, lots of live interactions. Friendly admins, clear hints, fun phone gimmicks. Adjustable modes for different fear thresholds and experience.
SecurityThere’s a briefing before the game and a request to handle props carefully; you may be asked to sign a waiver. On hard, people note elements of physical impact and a stun device — discuss boundaries in advance and choose a comfortable mode.
Level of fearScary and dynamic; on hard — very, with jump-scares and chases. Officially 18+, but reviews say teens are allowed on an easier level with supervision — better check the venue’s rules.
Actors' gameActors are the main plus: charisma, a good sense of limits, and improvisation, with lots of direct interaction. On request, the team can get a soft format or action with physical contact on hard; the Scarecrow appears often and keeps the tension high.
Quality of riddlesPuzzles are varied and generally solvable, but logic falters in places, especially in the first room and with the “generator.” Experienced teams cope more easily; newcomers will appreciate hints. The darkness sometimes obscures clues and lock numbers.
PlotA legend about a living scarecrow in an abandoned village and a trap-house sets the right degree of creepiness. The story supports room exploration and encounters with the “host” without extra spoilers.
Difficulty levelDifficulty ranges from medium to high; the start can snag you without hints. Hard means more action and less time to think; the medium level suits most.
Reviews