Escape Tirpitz

Escape Tirpitz

Mostly positive (10 ratings)

  • Escape room
  • IRL

Mark as done to rate

Tirpitz is a defense position from the Second World War consisting of two bunkers which were part of the Atlantic Wall, which the German occupying power built along the coasts of the North Sea The Tirpitz position, together with Batteri Grådyb on Fanø, was to secure the entry to Esbjerg. The post was to be operationally ready by September 1945. However, the bridges in the area could not carry the two 111-tonne cannon tubes and therefore the bunker construction was not completed when the liberation took place on 5 May 1945. The gun bunker should have been fitted with two 38 cm gun tubes, mounted in double aftutage on an armored turret. The tubes were originally developed for battleships of the Bismarck class, where one of the two ships was named Tirpitz

  • 2-6
  • 60 mins
  • Not scary

Ratings

All ratings (10)

Mostly positive

Reviews

E

EscapeReview

46 escape rooms

From the moment you step into the anteroom for the introduction, the atmosphere is set. The hallway is decorated in the style of Oksbøl’s facades, and the story of the town is nicely woven into the room by our gamemaster. You’ve been caught while attempting to steal secret plans meant to complete construction of the Tirpitz bunker. Luckily, a prisoner transport is scheduled soon, giving you a one-hour window to attempt the theft once more. The room is well decorated with very few elements that break the illusion of being in Oksbøl in 1945. Several original details from that era have been implemented, which is pretty cool. It’s a classic first-generation, fully analog escape room—something delightfully nostalgic. If you’ve only started doing escape rooms in recent years, this style will feel quite different. The room opened in 2018 and hasn’t changed much since. It’s linear, so in our opinion, it suits smaller groups best, as it’s easy to crowd around the tasks if you’re too many. It leans toward the more difficult side: only about 10 teams per year get through without hints, and roughly 50% manage it within the 60-minute time limit. Fortunately, the philosophy is that everyone gets to finish, ensuring a successful experience. We completed it with around 22 minutes to spare, giving us enough time to thoroughly explore the room multiple times while hunting for those final clues. Number of nuts (max 5) Difficulty level 🌰🌰🌰 Design 🌰🌰🌰🌰 Scare factor 0 Entertainment vs price 🌰🌰🌰🌰

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Gameplay
Atmosphere
Customer service
Particularly interesting or different

No

Story
Difficulty

Medium

Game tech

Mechanical

Ideal number of players

3

Scary

Not scary

Was anything broken?

No

Live actors

No

Physically active

Not at all

Easy to find location

Yes

Parking

Easy

Jul 13, 2025

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