WeaknessesService sometimes lets you down: schedule changes, waiting outside, and unasked-for hints. There are reports of broken or flimsy elements and an overly dark final room, where visibility rather than difficulty gets in the way. Some wanted a longer run and one more room, leaving a sense of incompleteness.
StrengthsExcellent set design and immersion, clear nods to the film and an overall detective vibe. The puzzles are varied, logical, and well automated, and the transitions between rooms are memorable. Staff are usually attentive and help tactfully.
SecurityOverall comfortable and safe to play, with a safety briefing; rooms are clean and ventilated. There were isolated complaints about a flimsy mechanism and weak flashlights; be cautious in dark zones.
Level of fearMore atmospheric than scary: a couple of tense moments, but no horror. Suitable for kids 10+ and sensitive players who don’t like jump scares.
Actors' gameNo actors; interaction is via the host’s voice and hints over speakers. They usually help on request, though there are isolated complaints about hints given ahead of request.
Quality of riddlesPuzzles are varied: logic, search, and mechanical interactions, without banal locks. Most call them fair and sequential, with spots that truly make you think. A few reviews point to rare illogic and the impact of darkness or malfunctions on solving.
PlotThe plot draws on the book/film and unfolds in an island psychiatric hospital, with the goal to escape and unravel the mystery. The story comes through, though some want more time to sink into it.
Difficulty levelMedium difficulty: manageable for newcomers with occasional hints, engaging for puzzle fans. Experienced teams finish in 45–58 minutes, but the hour can fly by and feel short.
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