WeaknessesSome guests expected more horror for '3 skulls' and felt the finale was too quick. At times there weren’t enough set details or puzzles; in rare cases, flashlights and mechanisms malfunctioned. Large groups can get crowded.
StrengthsTop‑tier acting and tight immersion into the story from the doorstep. Multiple finale options, a real sense of choice, and individualized contact. A large, atmospheric venue with well‑crafted sound and lighting.
SecurityContact is agreed at the start; actors carefully dose interactions to the chosen level. Helmets are provided on site; overall it feels safe — occasional complaints were about tech, not injuries.
Level of fearPerceived fear ranges from moderate to very scary, but not ultra‑extreme by default; you choose the contact level. Roughly 16+, though some teams included teens — depends on sensitivity.
Actors' gameActors are praised almost unanimously: vivid characters, lots of improvisation and targeted interaction; they’re happy to chat after the show. Doctor Folmer, James, and Claire are often singled out — their charisma and emotion hold to the end.
Quality of riddlesThere are puzzles, but they’re simple and more about pacing; the quest is a performance, not a brain‑buster. Hints are given appropriately; sometimes players want a bit more control over lighting. Experienced puzzlers should come for the atmosphere and branching story.
PlotYou’re in a ‘wellness’ facility where Doctor Folmer continues strange experiments; your task is to obtain medications and avoid getting treated. Choices along the way alter the story and lead to different endings.
Difficulty levelFor tasks — easy to medium; the challenge is navigation, team communication, and courage. Newcomers will enjoy it; veterans should opt for a harsher contact level or return for other endings.
Reviews