WeaknessesFrequent complaints about broken or overly sensitive tech, plus logic leaps and low feedback on certain puzzles. One height-dependent or reachy step and an infamous pipe challenge create choke points. Final sequences can be finicky, leading to lost time and frustration.
StrengthsStrong theming, props, and sound design make the world feel lived-in and eerie. Some science-flavored interactions feel fresh and tactile. Many mention welcoming hosts and a cool lobby vibe.
SecurityStandard briefings and staff assistance are mentioned, and a skip option exists for the infamous skill task. A few reach-dependent moments appear; shorter players may need a hand from teammates or the GM.
Level of fearSpooky and tense with jumpy moments and disturbing lab imagery, but not extreme gore. Skittish players usually acclimate; younger kids might find it too intense.
Actors' gameNo consistent in-room actors reported; interaction is mainly through the game master via hints. Hosts are often praised for energy and support, though a few note missed triggers or curt debriefs.
Quality of riddlesA mixed bag: some creative lab-style tasks alongside old-school or non-intuitive steps. Linear flow means bottlenecks, and the pipe/skill challenge is widely cited as both very hard and skippable. Several puzzles feel underclued or sensitive to timing and placement, which can read as broken.
PlotA grim tale of Dr. Hill’s obsession with building the perfect child using lost souls, pushing you to find his lab and end the experiment. You’ve got an hour to shut it down before it turns on you.
Difficulty levelOverall hard and sometimes unforgiving, with tricky logic and skill elements; likely among the tougher games at this venue. Newer teams will want hints, and smaller groups may manage flow better than large parties.
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