WeaknessesSome lack the number and variety of tasks; the finale feels "smudged" in places. Finding the location can be tricky, it's cool inside, hint timing jumps. The building's public restroom is often criticized for being dirty (not related to the quest).
StrengthsSolid two-floor atmosphere, excellent acting and attentive guidance. Convenient for kids' and family groups: you can throw a birthday and hang out afterward.
SecurityA briefing is held before the start; contact and fear levels are discussed. The location is two-story with stairs and darkness; the restroom is shared for the building and can be dirty.
Level of fearFear level is adjustable: from moderate to "we all screamed as a team." Suitable for 12+ and newcomers, but the impressionable are better off going in a small group.
Actors' gameActors and administrators are praised for empathy and flexibility: they feel the team and can both scare and soften. Contact is usually minimal and by agreement; sometimes they gently "escort."
Quality of riddlesPuzzles are generally logical and solvable, but there aren't many; experienced players may find it on the simple side. Hints are given readily, though sometimes too early or too late. Pleasant touches like a diary and combo locks.
PlotThe legend about a sinister house and a living captive is revealed as you progress. Some teams lose the story links; the administrator explains after the finale.
Difficulty levelDifficulty leans toward medium and is friendly to newcomers; kids 12+ pass with hints. Hardcore questers may find the puzzle content lacking in depth.
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