WeaknessesPeriodic organizational glitches: lateness, a closed location despite a booking, nonworking comms or forgotten items. Some found it too harsh — better discuss boundaries and fear level in advance.
StrengthsThe psych clinic atmosphere and sets are highly convincing, immersion is maximal. Actors work subtly and at the right moments, lots of emotion, adrenaline with purpose.
SecurityBefore the start there’s a briefing and you choose fear and contact levels — state your limits if you don’t want harsh effects. Occasionally there are complaints about delays and comms; better clarify the rules and schedule in advance.
Level of fearTruly scary, especially with an actor and at level 3 — the faint-hearted should go lighter. For kids and newbies there are lighter settings; actors can go gentle.
Actors' gameActors are praised almost unanimously: they scare unexpectedly, keep the rhythm, and don’t overdo it. Staff are usually friendly and engaging, but in rare shifts the game was criticized.
Quality of riddlesPuzzles are logical and diverse, sometimes tough but fair — hints help. At times progress stalled because of forgotten keys or tech, which breaks the tempo. Starting in a straitjacket adds a focus-and-coordination feel.
PlotYou are patients in a clinic with experiments, trying to repeat the escape plan before the drugs kick in. Starting in a straitjacket adds drive and urgency.
Difficulty levelDifficulty is medium and above: teams without experience struggle in places, but with hints it’s passable. It’s optimal to begin at levels 1–2; experienced players will enjoy the maximum.
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