WeaknessesSome groups missed clearer signposting and found the flow uneven, relying quite a bit on hints. Those seeking a higher puzzle count may find it short. For some, it falls below other rooms at the same venue.
StrengthsVery convincing setting and atmosphere, with thematic puzzles that help tell the story. You can even leave knowing more about the Jack case, which is a nice touch.
SecurityThe staff provides good guidance, offers hints, and can disable scares. There were reports of alternatives for people with reduced mobility, provided at least one member can handle the physical actions.
Level of fearTense and gloomy, but not heavy horror; the main jumpscare is optional and the GM can remove it. Should be OK for teens, but very sensitive kids might get scared.
Actors' gameNo mentions of actors in the room; interaction is mainly with the GM for hints. Those who brought it up highlighted attentive guidance and flexibility to adjust the scare.
Quality of riddlesFew, long, and cerebral, requiring creativity and lateral thinking. At points, clear clues are missing, making them feel less intuitive for some groups. Overall, inventive and coherent with the theme.
PlotA Ripper investigation that advances through clues and scenes, with historical touches. For some, the story flows smoothly; for others, it stalls a bit between stages.
Difficulty levelMedium to high, requiring patience and a willingness to ask for help when stuck. Beginners may sweat without good hint management; veterans will enjoy the cerebral challenge.
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