WeaknessesRooms feel tight for 5–6 people; it can get stuffy. Contact on the harsher levels felt unpleasant and at times rough to some. Puzzles sometimes feel scant, sometimes a bit raw or buggy.
StrengthsActing is top-notch: distinct characters, improvisation, and well-timed humor keep you on edge. Set design and sound build a convincing abandoned psych hospital vibe. Contact and fear level are flexibly tuned to the team.
SecurityBriefing is clear, contact level is discussed in advance, staff are attentive. That said, some guests noted roughness on the hard levels — it’s worth clearly agreeing on boundaries and comfort.
Level of fearScary ranges from moderate to very, especially with two actors and close contact. The impressionable and newcomers should pick a soft level and go in a small team.
Actors' gameActors are the main draw: lively, hands-on, they scare but can defuse the tension. Often advised to take two — you get more interaction and dynamism, but make sure to agree on contact intensity.
Quality of riddlesFeels like medium difficulty: logical, sometimes with hints, but there aren’t many and the action often distracts. Some teams complained about overly convoluted tasks or mechanical glitches. Puzzle-head veterans may find them lacking; for beginners — just right.
PlotA story about experiments and a surviving patient is felt throughout and helps maintain tension. The plot is there, but the focus is on immersion and performance.
Difficulty levelPuzzles sit at a mid bar; a mixed-experience team will cope. Those who love to really 'think' may find too few tasks, and large groups will feel cramped and have a harder time coordinating.
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