WeaknessesSometimes there aren’t enough puzzles or, conversely, they give too many hints. Isolated complaints about rough contact in specific moments and safety when running over thresholds. Rarely—organizational hiccups: ignored preferences or a dispute over a discount.
StrengthsStrong acting and tight team interaction, immersion from the first minute. An atmospheric, large, and well-crafted location, excellent sound and lighting. A story with an unexpected finale, lots of solo bits and stealth.
SecurityBefore the start they ask about phobias and your desired contact level; actors try to be careful. But the location has thresholds and tile—better not to sprint and follow the briefing, and you’ll be fine.
Level of fearOn medium and hard it’s genuinely scary; light still keeps you tense with jump scares and atmosphere. Fine for 14+, but for kids 10–12 it may be too heavy—better confirm the mode in advance.
Actors' gameThere are many actors, with vivid, varied roles: the head doctor, patients, a “kind” guide—everyone stays in character and improvises. Contact is adjustable; they play carefully, but if you choose hard it will be denser and more dynamic.
Quality of riddlesPuzzles are measured and mostly fair: about attentiveness, matching, searching, and working with props. The quest is nonlinear, so the team can split and parallelize tasks. If you want more, they sometimes offer extra branches.
PlotYou are junior residents at Overbrook psychiatric hospital: conversations with characters and location details gradually reveal the place’s secrets. The story leads to an unexpected turn that leaves you with goosebumps.
Difficulty levelFlexible difficulty: fear and contact are chosen; puzzles are mostly on the easier side of medium and suit even newcomers. Solo tasks and stealth add tension—experienced players will still have room to stretch.
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