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The year is 1956... or is it? With all you’ve experienced in recent weeks, it’s hard to trust even that. You went to sleep once night, and woke up here at Overbrook Hospital. The place promises care and peace for the mentally ill, but all you’ve received is manipulation, experimentation, and a heavy supply of drugs. Besides that, you’re not insane, and never have been. The whole place is a ruse, devised to cover the mind-control experiments of a group of twisted scientists. However, you won’t allow them to use you any longer. A situation at the other side of the hospital has diverted the staff’s watching eyes. It is the perfect chance for escape, and it may be your last. Find the medicines needed to restore your senses before finding your way out of this living nightmare before your mind is lost forever.
All ratings (26)
Mostly positive
Gameplay
Very positive
Atmosphere
Very positive
Customer service
Very positive
145 escape rooms
Our favorite room at this location! Neat set and puzzles flowed well. Our GM Ili was great!
30 escape rooms
The premise of this room is that you’ve been locked in a padded cell by a team of scientists who are keeping you drugged. Theres been a security breach and you have an hour to get the cure to your drugs and escape. The set for this room was really well done. It was really creepy, but was just shy of scary. There was no jump scares or things that would make you squeamish. The first room you’re in has a singular puzzle that must be completed to unlock the second room. The puzzle requires a bit of a leap in logic to get the code to the door and we spent the full five minutes on this puzzle before Paniq would allow us to have a clue. This was pretty frustrating - would be nice if there were more puzzles to work on or if it was more obvious what the lock code actually was. The puzzles in the rest of the rooms varied - there was one fun trip that we really enjoyed (no spoilers). Our team wasted a good bit of time trying to move an item that we believed was also a clue based on the previous puzzle that ended up being nothing (not Paniq’s fault, but we still escaped with a decent amount of time left despite that). The lighting in the last room was annoying - it was on a timer so every other minute or so you were in complete darkness and then it was flickering. Added to the creepy vibe but difficult to be able to see what we were working on. We were missing a clue at the end and ended up doing basically every sequence of the one we were missing to get out, but after we asked where it was, it was something I think others might be able to get - although it wasn’t entirely obvious (although the best puzzles in rooms aren’t always entirely obvious). This was a pretty average room for me - I really liked the set design, but I think the story flow and puzzles could use some work.
6 escape rooms
𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿
130 escape rooms
Rating: 3/5 Very average room, but I still liked it. The set looked good and appropriately creepy and it wasn't just a single room. Decent variety of puzzles some tech, physical manipulation, and padlocks. Though at least 1-2 didn't quite make sense to us. It was spooky but no real jumps scares. There was little to no story and the ending was kind of anti-climactic. The main downside is the lighting is too dark and the strobe lights are really annoying. GM was friendly and helpful. We played as a team of 5 enthusiasts and it was too many, I personally didn't have anything to do for at least 15 minutes and we still finished with 10+ min left. I'd recommend 2-3 enthusiasts.
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