WeaknessesAt times hints are given “from behind the door” in plain text, which breaks immersion. For some groups the beginning felt dry, as if read off a script. Minor wear and occasional non-obvious spots in puzzles pop up.
StrengthsGreat 19th‑century London atmosphere, spacious rooms, and tidy set design. Automation and the lack of code locks delight, and audio touches like “Big Ben” help keep the pace. Hosts often stay in character and immerse you in the legend.
SecurityThe location is spacious and neat, and the briefing and rules are explained clearly. Tech is sound; occasional light wear on the set doesn’t affect safety.
Level of fearThe quest isn’t scary. Age 14+; from 10 with adult supervision.
Actors' gameThe game master is usually in character and helps flexibly without slowing the pace — much appreciated. Rarely, hints are delivered bluntly, which reduces immersion.
Quality of riddlesMultifaceted puzzles in the detective vein: logic, attention to detail, and seeing things from another angle. Everything runs stable and fair, no “magic” and minimal routine. Most teams get through painlessly, though one or two tasks can stump you if you drift.
PlotThe hook is breaking into Holmes’s home for evidence against Moriarty; the intro starts unusually and pulls you in fast. No spoilers, but the turns and final flourishes leave a pleasant aftertaste.
Difficulty levelMedium difficulty: newcomers feel comfortable with occasional hints, and experienced players are better off in a smaller team. Those seeking a hard challenge may want something tougher or longer.
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