Danny Richardson


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Played: 30 Aug 2026 Team size: 2 Time taken: 50
family friendlybroken techoverpricedquite difficult

The idea is decent (well, as decent as a Harry Potter rip-off can be), but this was probably one of the bottom 2–3 games I've played in 150+. The actual puzzles are extremely simple; to make this a 60-minute room rather than a 16-minute room, everything is obfuscated.

In the first room, there are red herrings everywhere for the first puzzle. The second puzzle was broken, the third made no sense from the clue so we brute-forced it, the fourth was difficult to see because it was so dark, and so on.

Puzzles in both halves, but mainly the second, relied on long, tedious, repeating recorded loops to solve. To make matters worse, these were played alongside background music and the bangs and screams from the horror room next door. The diction was awful, with unclear/slurred speech and effects making much of it inaudible. One puzzle also required you to know the names of fairly esoteric objects, with zero signposting as to what those names were.

After about 35 minutes, I was so bored that I just sat down and stopped playing. My partner gave up soon after, and we walked out. We were told there was only one puzzle left (which had already started its tedious audio loop), but by that point we were so bored and frustrated that neither of us wanted to spend another minute in the room.

On top of that, there was a story which made absolutely no sense. It was like a fever dream made up of random segments from the Harry Potter films, kind of, with bits changed to avoid infringing on the IP.

There are no mics in the room, so the GMs (multiple people ran the room, and other rooms as well, I believe) couldn't hear us. We had to wave in front of the cameras for clues, which we did more than in any other room we've played. We ended up having to get the GM to read out every audio reel because they were so unintelligible.

Putting the audio into clear, understandable English would massively improve this room. A couple of puzzles were also broken. One involved pressing things in a sequence, but one of the switches was stuck, so it took us 5–6 attempts to input the correct sequence. Another, we were told afterwards, "required millimetre precision" to line up five items, even though there was no way to know where that precise position was. We spent a good 7–8 minutes on that one, getting the solution right immediately but then having to coax the magnets into exactly the right place.

That seems to be the theme of the room: the puzzles themselves aren't difficult; they're made difficult by poor signposting, obscured information, technical problems and unnecessarily frustrating execution.

Played: December 2018 Team size: 2 Time taken: 40 Outcome: Successful escape!

Pretty awful experience here, played as a two. We completed everything in the first room within a few minutes then got stuck for about 15 minutes, turns out the magnetic door lock was broken. The GM clearly was paying no attention as he then gave us clues and then answers for all the stuff we'd already done. He manually opened the door, we went into the next room where.. another magnetic puzzle was broken which meant we got stuck again, and a clue to solve a puzzle (a portrait with dates) was missing (the GM said it was broken?!). The final room required a lot of numbers to be memorised which was the hardest part, turns out we should have had a slate and pen but that was also broken. It took us about 40 mins but with everything working it's a very easy room, probably around 15 mins? Zero fun had, avoid!