WeaknessesSome puzzles feel trial-and-error and can seem illogical, especially at the start. There were complaints of locks opening out of order and mechanisms only working after GM intervention.
StrengthsVery convincing prison environment, with constant suspense and a few jump-out-of-your-seat moments. Transitions between spaces are memorable, and when the puzzles flow, you get that satisfying sense of progress.
SecurityMost report no issues, but there was a serious injury linked to a bolted object in a dark area and confusion around lighting. It’s worth asking for a clear briefing on what’s safe to touch and how to activate lights before starting.
Level of fearIt’s genuinely scary, with moments of darkness and unexpected scares; not really suitable for kids or the very horror-sensitive. People with a zombie phobia may find it tough.
Actors' gameWhat stands out most is the game master’s support, described as attentive and efficient with hints. No clear consensus on in-room actors, but the scares and radio/help interaction keep engagement high.
Quality of riddlesDecent variety with some unique ideas, but logical consistency varies from session to session. The first room is usually the densest and where teams get stuck. When everything works, the experience feels fair; when there are tech failures, frustration climbs.
PlotThe team tries to turn an abandoned prison block into a safe base, clearing and reinforcing the solitary cells while fleeing the undead. The narrative pushes progression room by room, with a focus on Block 3.
Difficulty levelDifficulty is above average, especially at the start; small, focused groups tend to do better. Beginners may need hints to avoid getting stuck in the first room.
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