WeaknessesSometimes tech and organization fail: waiting, faulty locks and doors, sticky buttons. Some want more contact on medium, more appearances of the maniac and heroes; the space feels small and the run short. Weak makeup/costume for the actor and no option to buy a recording were mentioned.
StrengthsStrong acting and attentive admins who set the mood immediately. Set design, sound, smells, and decorations build the world of the female maniac well. Puzzles are mostly logical and varied, hints are on point.
SecurityThey issue jackets/coveralls because some spots are dirty, and explain rules and boundaries in advance. Contact can leave bruises and muss hair; better remove jewelry and tie hair back; rare incidents with locks/keys spoiled the experience.
Level of fearScary, at times very; contact can be rough, especially on hard. On medium even 11–12‑year‑olds went, but it’s more comfortable for 14+ and those who understand the contact horror format.
Actors' gameUsually one actor, but convincing: keeps tension, grabs, drags, sometimes works with hair and hands within the mode. Sometimes contact on medium feels weak or levels get mixed up, which saps the impression.
Quality of riddlesPuzzles are mostly fair and logical, with both search and interaction with mechanisms; at times physical strength is needed. Occasionally there are technical faults or ways to “bypass” the mechanics. Hints arrive on time and make sense; newcomers manage.
PlotA classic maniac survival in the lair with a couple of nice twists. The story is simple, with little detailed motivation, but there’s a second part where the threads continue.
Difficulty levelMedium difficulty: the logic is clear, but pressure can stall you. Veterans may find the quest simple and short; for emotions they should take hard.
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