WeaknessesCleanliness issues in the lounge and restroom can spoil the party. In the villain role the actor sometimes isn’t convincing enough. Teens may find parts of the game repetitive by the second half.
StrengthsDrive, emotions, and the feeling of a big team hunt that hooks you from minute one. Flexible format: you can choose a scarier scenario. Staff are attentive, handle kids’ groups confidently.
SecurityRunning in a maze requires careful briefing and supervision; reviews suggest staff support is there. No direct safety complaints, but the lounge cleanliness dragged things down.
Level of fearFear level is adjustable: softer for younger kids or extra adrenaline on request. For most children it’s more about excitement than horror.
Actors' gameOrganizers and admins are often thanked by name; interactions are warm and attentive. The in-game actor varies in impact: in a friendly role they help, in a villain role they scare—but not always hard enough.
Quality of riddlesThis isn’t a classic puzzle-room with ciphers; it’s about tactics, hiding, and snap decisions. Puzzles per se are minimal, but there’s lots of motion. Little data on puzzle quality; the emphasis is movement and strategy.
PlotSimple rules: you hide, a hunter searches, the found get “infected” and help catch the rest. The story builds on escalating hunts and shifting roles.
Difficulty levelDifficulty skews toward easy–medium: comfortable for kids, fun for families. For 12–13-year-olds, variety may run thin by the end.
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