WeaknessesSometimes cramped and dark; sensitive players may feel uncomfortable. Some tasks feel illogical or vague; finicky doors and questionable hints occur. Rarely, people note rude communication and a confusing finale.
StrengthsThe setting feels believable and richly detailed; sound and light build tension well. Actors appear unexpectedly and set the pace; with two actors the emotions ramp up a lot. There are many locations and transitions, immersion is instant.
SecurityClear briefing before start; the admin is on comms throughout. Contact level is agreed in advance, helping keep comfort and safety even on hard.
Level of fearGenuinely scary — not a kids’ format. Contact and fear level are adjustable; at maximum, noticeable tactile effects are possible with consent.
Actors' gameThe acting is the main strength: they draw you in, vanish into thin air, and keep the tension. Frequent advice to add a second actor; occasionally people complain about weak contact or a silent delivery.
Quality of riddlesPuzzles are varied and partly non-linear; under stress they feel harder than they are. Hints come from the admin via comms, but some players criticize the logic of certain tasks. Overall solvable, though fans of 'classic' logic may miss clarity.
PlotA classic one-hour escape from the Ripper’s lair, without extra frills. The plot serves the atmosphere; a few teams question the final scene.
Difficulty levelMedium, allowing for stress and non-linearity. Newcomers may struggle without hints; experienced teams ride the adrenaline.
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