WeaknessesContact is at times very rough and can be painful — won’t suit everyone. One review reports an injury and disputes the logic of locations. Fans of pure puzzles may feel there are fewer tasks than action.
StrengthsStrong acting and live contact tailored to the team. Cool ambience and an impactful first location, immersion from the threshold. Tons of emotion — adrenaline guaranteed.
SecurityIt’s a contact format: grabbing, pinning, and other tangible actions are possible — reviews say this outright. Listen carefully to the briefing and set your boundaries; if hard contact isn’t your thing, warn in advance or choose another format.
Level of fearScary and tense, lots of close-up jump scares and tactile interaction. Not for kids or the faint-hearted; teens — with caution.
Actors' gameActors are praised by almost everyone: they keep the pace, scare unexpectedly, and improvise well to the team’s reactions. Contact is dense and varied, the engagement is palpable.
Quality of riddlesThere are puzzles; they’re logical and generally solvable, sometimes requiring attentiveness. Newcomers occasionally need hints, experienced players feel comfortable. The balance leans toward action rather than a pure “puzzle.”
PlotYou come for a paid medical experiment, but the trials turn into a test of nerves and courage. Beyond the waiting room door are surprises and sharp turns — no spoilers.
Difficulty levelMedium difficulty: doable without elite experience, but attentiveness matters. Easier for larger teams; hardcore puzzle fans may miss some challenge.
Reviews