WeaknessesTech can be slow or fail, with taped-up fixes and dated set pieces breaking immersion. Puzzle density is light and a couple of steps feel unintuitive or off-theme. The finale payoff is underwhelming for several teams and the story delivery isn’t always consistent.
StrengthsImmersive, creepy setting with lots of areas to explore and a few clever interactive moments like cuffs and UV. The last room delivers a frantic, skill-based rush that many loved. Good on-theme flow for newcomers.
SecurityStandard briefing with occasional handcuffing and a burst of physical activity, but nothing extreme; mind mobility and fitness for the finale. Some props look worn; staff can override or assist when tech misfires.
Level of fearCreepy with jump scares and a bit of gore; most found it tense but not extreme. Likely fine for teens and up, while younger or squeamish players might struggle.
Actors' gameNo in-room actors; interaction is mainly via the Game Master. Feedback on GMs ranges from friendly and helpful to disengaged and monotone.
Quality of riddlesA mix of search, logic, UV reveals and a notable physical/time-based sequence; generally fair but on the easier side. Flow is clear for some groups and confusing for others, occasionally due to tech lag. Expect roughly 2–3 steps per room, with one or two unintuitive moments reported.
PlotClassic “find the vaccine in a zombie-infested hospital” premise that supports the action. The finale feels exciting to play but the curtain call is abrupt.
Difficulty levelBest suited to beginners and mixed-experience groups; enthusiasts may breeze through quickly if the tech behaves. The last challenge benefits from 3–4 players and good coordination.
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