There’s not
much left of Jonathan Swift’s satirical Gulliver’s
Travels in this poorly named escape room. Not only have the so-called
”travels” been reduced to one singular ”travel” – Swift’s fun and wit have also
been tossed out the window. What we do have is an uncomfortably moist and
mouldy escape room, full of health hazards, which has been advertised and
promoted in the most dishonest way possible. Without a doubt and without
comparison, “Gulliver’s Travel” is the worst escape room we’ve ever played –
and will ever play. Hopefully.
The set up
to this travesty makes no sense. Apparently you are back in the 18th century,
standing in Captain Lemuel Gulliver’s kitchen. Your job is to find evidence
that Gulliver did actually find the strange countries and people there. But the
big motivational speech is missing: Why do you have to find this evidence? Why
do you only have 60 minutes to do so? What’s the point? Unfortunately, this set
up is also deceptive, leading you to believe that you will visit or at least
find evidence from all four travels that Captain Gulliver conducted. You won’t,
which in an ironic twist to the established escape-room game concept means that
“Gulliver’s Travel” is impossible to solve.
Set decoration: 1,5 points
For some
strange reason, you start the game in Captain Gulliver’s kitchen. Apparently,
you’re back in the 18th century, because everything is meant to look sort of
authentic. Except for the padlocks on the cupboards here. Except for the
electrical overhead lamps and the flashlight you’ve been equipped with. Except
for the black-and-yellow stripes of safety tape, which are found
every-single-where you turn. And except for the glaringly obvious fact that
this is not a kitchen at all – at the very best, it’s one half of a kitchen and
omitting the cooking section which to many people come to define the actual
word “kitchen”.
But it gets
worse: From the moment you step into this first section of “Gulliver’s Travel”
you sense that there’s something wrong. Yes, the escape room is located in a cellar,
but still an escape room should never ever be this moist and mouldy. You can
almost feel the mildew enter your lungs when you breathe in. And to make matters
still worse, once you start investigating the room, you quickly find out that
the furniture has been attacked by
nasty mold and fungus. Maybe this is why you only have 60 minutes to play the
game – because if you stay any longer you will most certainly come down with
something.
You do
venture on from the so-called kitchen area, and end up both in the country of
the Lilliputians and the country of the giants called Brobdingnag, and both
rooms are as hopelessly designed and as damp and mouldy the first one. The
Lilliputians room looks like the result of a kindergarten project of
particularly unimaginative children. The houses have been lazily put together
without any attention to detail: At the very least the designers could have
made sure that the size of the Lilliputian dolls would actually match up with
the size of the houses. But they haven’t. They have put out a thin green felt rug over the rocky and uneven cellar
floor, making it very difficult for the players not to end up with at least one knee injury.
But still,
the worst thing about the “Gulliver’s Travel” escape room is the moist and damp
atmosphere. Inside the Brobdingnag room the game masters place a giant Fatboy
rabbit just before game start, and they hurry up and remove it again after each
game, because they know that the stuffed
rabbit will die a quick death among the algae and fungi down here.
Puzzles: 3 points
There are a
couple of good puzzles buried in all the mouldy dampness of “Gulliver’s
Travel”, but they are few and far between. You will have to spend far too much
time deciphering unhelpful drawings and hints involving, for instance, a set of
drawers and a group of Lilliputians – both have to be put in the right order,
so to speak, and we ended up spending 30-40 minutes on these two puzzles alone.
The puzzles are simply not logical or coherent: If the Lilliputians figurines
you have to put in the right formation are supposed to represent real Lilliputians what kind of terrible
creature do you as player become?
What’s
worse, still, is that nearly all of these puzzles don’t really fit into
“Gulliver’s Travel” as a theme and the 18th-century setting. We’ve already
mentioned the modern padlocks and flashlights. But later on you will have to
use black light to uncover some hidden signs around the Lilliputians houses –
whoever painted these signs inside and outside the houses, though, remains a
mystery. There’s also a puzzle that involves a reference to Alice in Wonderland, which of course was
published more than 130 years after
Gulliver’s Travels, so how that book ends up in this setting is another
mystery.
The
Brobdingnag room at the end of the game was the best area of them all – mainly
due to the huge wooden chair that somebody has constructed here. And which you
were also forced to climb in order to solve the game. Creating yet another excellent
opportunity of injuring yourself badly from falling 2,5 metres down onto a hard
brick floor.
Game Master: 2,3 points
Our game
master was a clever one. She made us pay up front for both of the escape rooms
we were going to play this afternoon, because she knew that after playing
“Gulliver’s Travel” we not only wouldn’t be back for the second game, we would
just downright refuse paying. It’s that bad.
The room is
falsely advertised in flyers and online, due to one picture showing a
completely different room: A couple of high-heeled ladies’ legs protrude into an
office-like setting with sunshine in the background. When we pointed this out
to our game master, it came as a huge surprise and they couldn’t see the
problem. Now, one month later, that picture has been removed from the company’s
website, but the accompanying promotional video is still taking its liberties
with the truth: There is no rainbow-coloured umbrella.
False
marketing aside, our game master wasn’t very good at English, and she wasn’t
very forthcoming either. When we arrived a little earlier than scheduled, we
were nearly turned away in the door – even though it was pouring down outside.
And then there was the walkie-talkie situation: Not only are modern walkie-talkies
in an 18th-century setting a no go, oftentimes it was completely impossible to
communicate through the walkies. Either they were not set up properly, or the
game master didn’t know how to use hers – pushing the wrong buttons, and her
voice sounding fully distorted. It was terrible.
Conclusion: 2,3 points
Before
playing “Gulliver’s Travel” we had to sign several documents stating that we
wouldn’t destroy anything in the room or act violently during the game. Now, we
understand why. This is the worst escape room we have ever played, and we would
never recommend “Gulliver’s Travel” to anybody. What we would recommend is that
the company behind it, Runaway Escape Rooms, feel thoroughly ashamed of
themselves and simply just close “Gulliver’s Travel” and not open it again. Never
ever.
Room: Gulliver’s Travel
Company: Runaway Escape Rooms, U Elektrárny 6, 170 00
Prague 7
Website: http://runaway.cz/en/
Languages available: Czech and English
Game time: 60 minutes
Price: CZK 1200,- for 2 players, CZK 1400,- for 3-5
players
This review:
Game date: 12 July 2017
Number of players: 2 (Runaway Escape Rooms suggests that you are 2-5
players, but we would recommend as few players as possible due to the health
hazards and the overall poor condition of the room)
Hints: 10-20, most of them on the same two puzzles…
We didn’t survive, 65:32 minutes played
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