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Weathered wood-panelled door with a tarnished brass letter plate, the kind you would find on an old bank's back office
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Heist · 1928

The Vault of Bay Street

October 1928. The Dominion Merchants' Bank has closed for the weekend and a disgruntled clerk has sold you the floor plan. Sixty minutes until the watchman comes back down.

It is a Friday in October 1928 and the Dominion Merchants' Bank on Bay Street has just locked its brass doors for the weekend. A clerk who was passed over for promotion one time too many has sold your crew the floor plan, the combination to the staff corridor and one useful fact: the night watchman walks the vault level every sixty minutes, and he has just gone upstairs.

You start in the tellers' cage, surrounded by adding machines, a rotary telephone that occasionally rings, and a ledger that does not add up. The bank's manager was hiding something from his own directors, and the trail runs from the deposit slips through the manager's office to the vault door itself, a 1.2-tonne prop that our set builder cast from a real 1920s pattern. Behind it is the safe-deposit room, and behind that, the thing everyone in the story actually wants.

This is a code-breaking room more than a search-and-find room. Expect to work with substitution ciphers, dates, ledger totals and a rotary combination that takes two people to turn. Puzzles are mostly linear, so a pair can play it comfortably; teams of five or six should split into a 'front office' group and a 'vault' group once the corridor opens.

The Vault runs at difficulty four of five. About 44% of teams get out, and the record stands at 38 minutes 12 seconds, set by three accountants from a firm on King Street who asked us not to print their names. Most teams use all three included hints. If you have never done an escape room before, we would gently point you to Orbital Station Aurora or Lab 44 first, then come back for this one.

What to expect inside

  • Period props: adding machines, wax-sealed envelopes, a working rotary dial, brass keys
  • Two secret doors and one optional crawl space
  • Cipher wheels and ledger arithmetic; a pencil and paper are provided
  • A soundtrack of street noise and a ticking clock; no jump scares
  • Ideal team: 2 to 4 people who like thinking in silence, then arguing

Good to know

The Vault is the darkest of our rooms, so bring glasses if you need them for small print; a lamp and a magnifier are on the manager's desk. The optional crawl space is 30 cm high and 1.2 m long, and there is a hinged panel beside it for anyone who would rather walk. If your group is exactly two, tell the desk and we will set the combination dial to its single-player mode.

  • Arrive 15 minutes early; late arrivals lose game time.
  • Coats and bags go in a free locker outside the room.
  • No photos inside; your game master takes the team photo afterwards.
  • Raise accessibility or effects questions before the door closes.

The other three rooms

Conical flask half-full of red liquid beside clear glassware and dripping pipettes on a laboratory bench
Outbreak · Containment

Lab 44

  • 60 min
  • 3–8 players
Best for: Mixed groups, families with teens, and first-time teams of five or more.
Row of worn Victorian hardcover spines, including volumes of Tennyson and Byron, photographed in sepia
Mystery · 1887

The Last Chapter

  • 75 min
  • 2–6 players
Best for: Experienced teams with several rooms behind them; pairs who want a proper fight.