WeaknessesSometimes the team gets rushed and steered over the radio, with hints given before a request, which kills the thrill. Organizational errors crop up and staff tone varies from shift to shift. At times the stated contact level or fear intensity doesn’t match expectations.
StrengthsStrong atmosphere and sets, the feel of a real base with passages and “ventilation.” Actors drive the action and immersion, keeping tension to the end. Story delivery without lulls.
SecurityBefore the start there’s a clear briefing and rules; the format is at times contact-heavy and active, with tight spaces and crawling. Dress comfortably and in clothes you don’t mind getting dirty; knee protection helps if you’re sensitive.
Level of fearGenuinely scary; on hard it gets rough in places, but there are gentler modes. Teens and adults will enjoy it; sensitive kids should opt for medium.
Actors' gameActing is the main plus: engaged, varied, with strong delivery. Some mention overdoing it or, conversely, too little contact, so it’s worth agreeing on parameters in advance.
Quality of riddlesPuzzles are clear and varied, without excess “magic”; under stress they feel harder and thus more engaging. On some shifts they’re simplified by hints or direct help, which hurts independence. Some guests call part of the tasks too easy.
PlotA story about a sample leak in the wing of a secret base unfolds through action and moving between zones. There are unexpected moments without unnecessary spoilers.
Difficulty levelDifficulty leans toward medium: newcomers are comfortable, while experienced players should go for the atmosphere and dynamics. On hard the pace and pressure rise, not the mathiness of the puzzles.
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