
The Vault of Bay Street
A linear code-breaking room set in a Bay Street bank on a Friday night in 1928. Substitution ciphers, a two-person combination dial and a corridor the watchman walks every hour.
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Four games, one address. Use the filter to narrow things down by how many of you are coming and how hard you want the hour to be. The count updates as you change it.
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A linear code-breaking room set in a Bay Street bank on a Friday night in 1928. Substitution ciphers, a two-person combination dial and a corridor the watchman walks every hour.

Three puzzle tracks run at once from the first minute: a lab bench, a stack of paperwork and an intercom that answers back. Bright, busy and good for groups that like to split up.

Non-linear, word-heavy and deliberately full of false leads, with a meta-puzzle that only resolves in the last quarter hour. Extra hints cost time. Play a few rooms first.

Three modules around a command deck, each its own puzzle chain, so eight people all have something to do. Physical and visual rather than wordy. The room we recommend to first-timers.
No room matches that combination. Groups of two or three cannot play Aurora, and Lab 44 needs at least three; loosen the difficulty and try again, or call us and we will suggest a split across two rooms.
Start with the size of your group. Two or three people have the run of the Vault and the library, and both play beautifully as a pair. Four to six can play anything. Seven or eight are limited to Lab 44 and Orbital Station Aurora, the two rooms designed with parallel puzzle tracks so nobody spends the hour watching.
Then be honest about experience. Aurora is the room we hand to first-timers, birthday groups and offices, and it still gives seasoned players a decent run. Lab 44 is a step up: more to keep track of, more moving parts. The Vault rewards people who like codes and ledgers and can cope with a tighter, more linear structure. The Last Chapter is the one we ask you to earn: play at least a few rooms elsewhere or here first.
Finally, think about the night. A 75-minute game plus briefing and debrief runs close to two hours, so the library suits an early start. The 60-minute rooms fit neatly before a 9 p.m. dinner reservation on King Street.
Three segments: most teams escape, with a hint or two.
Four: fewer than half escape; expect to use every hint.
Five: about one team in three gets out. Extra hints cost time.
Escape rates are recalculated on the first of every month from the previous twelve months of games.