WeaknessesSometimes the tech glitches: triggers don’t fire or elements have to be launched manually. The ending feels undercooked to some, and parts of the decor aren’t always cohesive. In a large group there’s a risk of standing idle.
StrengthsStrong atmosphere and well-crafted sets, lots of varied locations. Music and effects bring drive; immersion feels cinematic. The staff are attentive, hints are discreet, and event organization is on point.
SecurityGuests perceive it as safe: no performance or scares, and teams are monitored. A briefing is given, but better not to pull mechanisms by force, as the tech can be finicky in places.
Level of fearThis is not horror: at most a few light jumpy moments from effects. Suits children; by reviews, it works great for ages 8–12.
Actors' gameThere are no actors in the quest; interaction goes through the host and operator. The staff are attentive, give timely hints, and help maintain the pace.
Quality of riddlesPuzzles are mostly varied and technically interesting, with few codes and keys. Difficulty ranges from basic to medium, with occasional wow-effect ideas. Rarely, the logic stalls or something doesn’t work without the administrator’s intervention.
PlotThe story nods to 'Jumanji' and takes you through a series of vivid spaces and events. The final point feels abrupt for some players, though there are plenty of surprises along the way.
Difficulty levelMedium difficulty: comfortable for newcomers with hints, dynamic for experienced players without bottlenecks. Some teams find the quest harder than average, so brains do get slightly fried.
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