WeaknessesIt’s very dark — easy to bump yourself or get dirty; dust and grime fit the set but won’t suit everyone. Few tasks and little purposeful searching; some guests don’t understand what to do in the dark. There were complaints about service: waiting outside, dirty helmets, and a rushed finale.
StrengthsActors and sound are on fire; the abandoned-lab vibe works 100%. Action never lets up, the music amps the nerves. There’s a photo zone and, once you find the rhythm, immersion is total.
SecurityYou get a briefing and waivers, plus a change of clothes and head protection; better to come in comfortable sportswear and shoes, and glasses wearers should use contacts. Due to darkness, running, and ventilation, scrapes and bruises are possible; some guests also complained about waiting outside and the state of the gear.
Level of fearGenuinely scary: meltdowns, shaky knees, and screams in your face are the norm. Officially 14+, but sensitive teens and anyone afraid of the dark should choose a lighter contact or a different quest.
Actors' gameActors never break character from the doorway, work precisely, and carefully guide the team through the chaos. The infected sound inhuman; interaction is intense, sometimes even a bit too guiding.
Quality of riddlesPuzzles are almost absent: mostly searching, simple actions, and moving along the story. Puzzle lovers may feel underfed. Because of the darkness, goals and steps can feel non-obvious.
PlotYou descend into an underground lab for a vaccine and push through the infected to the exit. The story feels like a live performance, but some teams want a clearer ending.
Difficulty levelTask-wise it’s simple, physically it’s tough: lots of running, crawling, and stress in near-total darkness. Fine for newcomers if they’re ready for action, but those who like to think may miss real puzzles.
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