WeaknessesSome will miss puzzles and a clear “plot”; it’s more performance-action. There are reports of it being hot/dusty. There’s a single negative story about traumatizing touch—at odds with the general care.
StrengthsThe strongest side is the acting and contact: lots of improvisation, humor, and tailored attention to each player. The atmosphere is boosted by music, lighting, scents, and cool set-pieces; the bar is a favorite spot for many. The location is large and rich, and the pace holds to the finale.
SecurityThe administrator gives a thorough briefing and gathers contact preferences; most note care and safety. But there was a rare review about overly rough handling—choose a comfortable mode and state your limits.
Level of fearIn terms of fear, it starts intense with crushing anxiety, then shifts to more fun and action. Unlikely to suit kids and those who dislike contact; contact levels are chosen in advance.
Actors' gameThe actors are called pros: they appear unexpectedly, make you laugh, scare, and keep the pace, while listening to requests and acting carefully. Lots of dialogues and individual interactions—this is what makes the quest feel alive.
Quality of riddlesThere are puzzles, but few and of medium simplicity; adrenaline gets in the way more than difficulty. They’re fair and logical; if you stall, you get hints. For fans of brain-busters, the quest may feel easy.
PlotThe plot is about surviving a night of chaos: scenes, transitions, and mini-stories instead of a linear drama. Nonlinearity and performance drive the game better than any monologues.
Difficulty levelMentally easy–medium, physically dynamic: running, jumps, contact. Ideal for those who want action and emotion rather than long puzzle-solving.
Reviews