WeaknessesA few guests write they wanted more horror and more 'walkers'; some found it easier than expected. One or two reviews note a mismatch between photos and reality. Experienced players may find some puzzles easy.
StrengthsA large-scale location with many rooms and secret passages, dense atmosphere and well-thought-out scares. Strong acting and a flexible fear level. There are story touches and replayability.
SecurityNo-contact format, no shockers; you can ask to lower the intensity — they listen. A briefing is held before the start and hints are provided, but you will have to run, so comfortable shoes help.
Level of fearThe level varies: from moderate to very scary; some asked to dial it down or stepped out to catch their breath. Suitable for teens and newcomers in the gentle mode, but the impressionable should warn the organizers in advance.
Actors' gameActors and administrators flexibly adapt to the team, build tension skillfully, and work no-contact. Professionalism, charisma, and precise, unexpected appearances are often noted.
Quality of riddlesPuzzles are fair, logical, and varied, most often of medium or below-medium difficulty. They test attention and coordination; under adrenaline they feel harder. The plot is read from the environment; there are twists and non-linear moments.
PlotClassic survival in a zombie world with atmospheric delivery and several development paths. There are unexpected moments and neat touches; sometimes players themselves end up on the other side of the barricade.
Difficulty levelOverall solvable for beginners, especially as a team; pros may get through quickly. In pairs and on nerves it will be harder due to constant pressure and dynamics.
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