10 Days In A Madhouse
Escape room 12+

10 Days In A Madhouse

2 - 7 people60 minutesDifficult
In 1974, you, a team of journalists, posed as patients inside Douglas County Asylum, hoping to expose its hidden horrors. Over ten tense days, we uncovered unethical treatments, rampant abuse, and the
For prosWith childrenLarge groups

Difficult
Not scary
Without actorsActors
EnglishGame language
About the escape room

In 1974, you, a team of journalists, posed as patients inside Douglas County Asylum, hoping to expose its hidden horrors. Over ten tense days, we uncovered unethical treatments, rampant abuse, and the looming threat of illegal lobotomies. It’s your only hope to get out alive and bring the atrocities to light – or will you become the latest to be tortured and lobotomized? (Players start blindfolded and in straitjackets, optional of course)

The Mission

Trapped and still seeking an escape, your mission remains focused on revealing the asylum’s dark secrets to the public, advocating for justice and exposing the sinister practices within. You uncover clues from a previous patient who almost escaped.

AI
Brief assessment
Navigator AI
Go for the bold opening and stay for the payoff: a tense 1974 asylum infiltration with optional blindfolds/straitjackets, sharp non‑linear puzzles, and stellar game masters. It ramps up as you go, landing a creepy, story‑driven finish that feels earned.
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Location

AI Overview

AIPlayers consistently praise the welcoming, high‑energy GMs and owners, and call the blindfold/straitjacket intro memorable. The puzzle set is fresh and non‑linear, though a few steps feel obscure or illogical and the main objective can be fuzzy early on. Flow improves notably in the back half. The space is on the smaller side and plays best with four to five experienced players.
WeaknessesA handful of puzzles read as unclear or non‑intuitive, especially in the opening stretch. The room can feel tight, and larger groups may bump into each other. Newer teams might stall without timely hints.
StrengthsImmersive start that instantly sets the tone, with creative puzzles that feel on‑theme. Strong narrative thread and atmosphere. Staff energy and support elevate the whole experience.
SecurityBlindfolds and straitjackets are optional, and staff explain and supervise the experience closely. If something feels uncomfortable, they adjust without fuss.
Level of fearThe vibe is tense and occasionally scary for some, though others found the opening more funny than frightening. Thematic intensity skews older-teen and adult; the straitjacket/blindfold element is optional.
Actors' gameGame masters get repeated shout‑outs for being kind, funny, and quick on helpful nudges; owners come off as genuinely enthusiastic. Their engagement noticeably boosts immersion and keeps momentum up.
Quality of riddlesNon‑linear mix with some clever, fresh moments and solid variety. A few steps are a bit opaque, but the flow tightens midgame and pays off well. Most interactions feel thematic rather than busywork.
PlotYou’re journalists infiltrating a 1974 asylum to expose its abuses, following breadcrumbs from a near‑escapee. The story threads through the solves and deepens as you progress.
Difficulty levelUpper‑mid difficulty that favors experienced groups; communication matters. Newer teams can finish with hints, and 3–5 players feels like the sweet spot.

Reviews

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10 Days In A Madhouse2 - 7 people