90-Min Forensic Horror Escape Game in SG | The Autopsy

2026-01-26

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The call comes in after midnight. A body found in a rented room above a provision shop in a quiet, outlying town. The family, citing ‘unfinished business,’ refuses to let it be moved. As the newest trainees at the Institute, you are dispatched with Dr. Ariff, your supervisor, to the town’s ageing community hospital. Your task is straightforward: a preliminary on-site examination in their rarely-used morgue. A simple first assignment, they said. This is your first step into a professional Escape Room of the dead, but you will soon learn the rules are written by the living.

The drive is long, the silence in the car heavier than Dr. Ariff’s old leather kit. “Observe everything,” he finally says, his eyes on the rain-slicked road leading away from the city lights. “In places like this, the walls have ears, and the dead… the dead are never just patients.”

A Stain on White Tiles

The hospital is a low, whitewashed block that smells of damp cement and strong antiseptic—a scent familiar to anyone who’s visited a 1970s-era neighbourhood clinic after hours. The morgue is in the basement. The air is cold, but it’s a shallow, artificial cold that doesn’t reach the underlying smell of stagnant water and something faintly organic.

The deceased, a Jane Doe, lies on the slab. The scene is too neat. Her hands are folded, her hair arranged. There are no visible signs of violence, yet the skin on her neck shows a subtle, almost artistic, mottling inconsistent with natural lividity. The first clue in this physical Escape Room is a contradiction.

As you begin the external exam, you notice the overhead lights hum at a pitch that vibrates in your teeth. Then, they flicker. Not a power cut—a single, deliberate dimming, plunging the room into a profound grey before returning. Dr. Ariff looks up, his face unreadable. “Old wiring,” he mutters, but doesn’t move to check.

The Whisper in the Machinery

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The silence is broken by a sound that shouldn’t exist: the low, wet grind of the building’s central incinerator, cycling on in the depths of the night. Its rhythm is off, stuttering. Through its rumble, you think you hear something else—a faint, rhythmic tapping, like a fingernail on metal, coming from the direction of the old specimen cold storage units lining the far wall.

You find your second anomaly tucked in the Jane Doe’s closed fist: not a weapon, but a small, smooth river stone, cold and out of place. In her ear canal, a minuscule fragment of what looks like dried, iridescent insect wing. These are not evidence of a crime; they feel like offerings, or parts of a ritual.

Dr. Ariff receives a message on his pager. His jaw tightens. “The family is upstairs, asking… specific questions. I need to manage this. Continue the cataloguing. Do not, under any circumstances, proceed to internal examination until I return.” He leaves, and the heavy door sighs shut behind him. The lock clicks with finality.

The File That Shouldn’t Exist

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Alone, the room’s personality changes. The cold becomes intrusive. Following procedure, you check the old filing cabinet for the intake form. The Jane Doe’s file is there, but paper-clipped behind it is another, older folder. Its label has been scratched out.

Inside, you find black-and-white photos of the same woman, taken over decades—outside a wet market, in a void deck, at a bus stop—always unaware, always living. The last photo is dated yesterday. Underneath, a handwritten note in elegant script: “Subject 7. Cycle is complete. Preparations for transfer are underway. Ensure the vessel is pristine.”

A jolt of pure dread. ‘Vessel.’ This isn’t a murder investigation. You are not a trainee performing an autopsy. You are a cleaner, preparing a delivery. This Escape Room has no exit because you were never meant to leave; you were meant to complete the paperwork for a disappearance.

The Reflection in the Steel

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The tapping from the cold storage units grows more insistent. Tap-tap-tap. Pause. Tap-tap. A code. Driven by a terror beyond curiosity, you approach the largest unit. Its frosted glass door is fogged from the inside. You wipe a clear patch.

A face stares back. It’s your own reflection, pale and wide-eyed. But behind it, in the dark of the unit, another shape moves—a figure in a hospital gown, standing upright among the shelves, its hand raised to the glass, tapping.

You stumble back. The room’s single wall clock, which had been still, suddenly whirs to life, its hands spinning backwards. As they slow, they don’t stop at the current time. They settle on 3:07 AM—the official time of death for the Jane Doe.

The final, horrific piece of the Escape Room puzzle snaps into place. The ‘body’ on the slab isn’t the subject. It’s the lure. You are. Dr. Ariff didn’t go to speak to the family. He went to signal that the new, viable ‘vessel’ had been delivered and prepped. The town’s secret isn’t a crime of passion; it’s a cold, systematic harvest, and your mentor is the head of procurement.

Your Signature on the Line

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The door handle rattles. Dr. Ariff’s voice, smooth and calm now, comes through the metal. “Report, please. Is the external examination complete and the subject ready for transfer?”

Your clipboard holds the blank form. Your pen is in your hand. In this ultimate Escape Room challenge, the puzzle isn’t about finding a key. It’s about what you write next. Signing off on ‘no irregularities’ makes you complicit, perhaps ensuring your own safety for now. Writing the truth might mean the door never opens for you again.

The Autopsy is a masterclass in psychological dread, transforming the clinical into the claustrophobic. We eschew cartoonish monsters for the true horror of institutional betrayal and the chilling precision of human predation. Every detail, from the specific brand of antiseptic smell to the texture of the old tiles, is calibrated for authentic Singaporean unease. This intense Escape Room experience is conducted under the strictest safety and professional guidance, where the fear is real, but the danger is not.

The door is waiting. Your report is blank. Will you certify the lie and walk out, or document the nightmare and become part of the inventory? In this game, the most terrifying discovery is your own name on the dotted line.

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