WeaknessesSometimes people complain about heavy smoke and that the 16+ mode has little contact. Some players didn’t find it too scary. There are tongue-in-cheek complaints about zombies “stealing slippers and phones.”
StrengthsStrong ambience and sound design, a sense of full immersion. Actors are convincing, characters diverse, with lots of tech and well-thought-out mechanics. Puzzles are logical and varied, and teamwork is encouraged.
SecurityRules are explained thoroughly beforehand, staff are polite and responsive, and radios are noted as convenient. Contact and fear levels are adjustable, adding comfort and safety.
Level of fearThe quest is genuinely scary: screams, adrenaline spikes, and tension — regularly. The fear level is tuned to the team, so you can go with teens if you choose the right mode.
Actors' gameActors play zombies convincingly, sneak up, keep the pace, and add drive. There are different characters and interaction moments; contact depends on the selected level and age restriction.
Quality of riddlesPuzzles are varied, with techy mechanisms, magnets, and electronics, mostly fair and logical. Difficulty is medium and up; sometimes you really have to think. Team coordination helps a lot.
PlotThe plot centers on Team ‘Alpha’: descend into the bunker, uncover the virus’s origin, and find an antidote. The story branches, you meet different characters, and multiple endings are possible — no spoilers.
Difficulty levelBy reviews, the difficulty leans toward medium and higher: newcomers may struggle in places, while experienced teams find it just right. Larger groups feel comfortable thanks to the venue’s size and task distribution.
Reviews