The Vault
A branch bank that closed in a hurry on a Friday night. The manager left the lights on, the ledgers open and a time lock that only answers to three people standing in three different rooms.
Six private escape rooms on Corvin Row, a live game master on the other side of the glass, and a block clock that never stops. Two to six players, one room, no strangers added to your team.
Every room is booked for your team alone. The price below is for the whole room, not per head, and it already includes the briefing, the game and the photo at the door.
A branch bank that closed in a hurry on a Friday night. The manager left the lights on, the ledgers open and a time lock that only answers to three people standing in three different rooms.
An evidence room from 1974, a filing system nobody ever wrote down, and one box that was signed out twice on the same afternoon. The gentlest room we have for a first game.
A coastal transmitter that kept sending long after the last shift clocked out. Nine frequencies, one of them answering back. Heavy on atmosphere, light on everything else: no actors, nothing that jumps.
No story props, no corridors: one table, one wall of symbols and eleven locks that are all the same lock in different clothes. Thirty-one per cent of teams get out. Bring the friend who does crosswords in pen.
Four carriages, a violin case that changed hands twice between stations, and a conductor's punch that leaves a different shape on every ticket. The room splits your team in half for the first ten minutes.
A Victorian greenhouse, bright from the first second to the last, built for families and for teams with a seven-year-old in them. Everything is reachable from standing height, and the puzzles are things, not riddles.
| Team size | Mon–Thu | Fri–Sun & holidays | Per person, weekday |
|---|---|---|---|
| 2 players | $58 | $72 | $29 |
| 3 players | $75 | $93 | $25 |
| 4 players | $92 | $114 | $23 |
| 5 players | $105 | $130 | $21 |
| 6 players | $118 | $145 | $20 |
Difficulty is measured by how many teams get out in time, not by how loud the room is. Age limits are about the puzzles and the length of the game, not about anything frightening.
| Room | Difficulty | Escape rate | Age | Under 16 |
|---|---|---|---|---|
| Glasshouse | 88% | 7+ | Welcome, one adult in the team | |
| Cold Case | 74% | 12+ | 12–15 with an adult | |
| The Vault | 66% | 12+ | 12–15 with an adult | |
| Last Train | 61% | 12+ | 12–15 with an adult | |
| Signal 9 | 48% | 16+ | Not booked under 16 | |
| The Cipher | 31% | 16+ | Not booked under 16 |
Every room keeps a lit exit path from the first second to the last. The door you came through is never locked from the inside — one handle and you are in the corridor. Beside it there is a red call button that puts you through to your game master in about a second, and the game master watches the room on screen for the whole hour anyway. Nothing in a room needs force, nobody touches you, and no actor ever enters while you are playing.
Book a slot, bring your team, leave everything else in a locker. This is the whole evening, from the street to the photo.
Fifteen minutes before your slot. Free lockers, something cold to drink and the old cabinet in the corner playing itself.
Ten minutes with your game master: the story, the two rules, and where the call button is. Questions are cheaper now than in minute forty.
45 to 75 minutes behind the door. Hints come up on the wall screen — ask for as many as you like, they cost you nothing but the clock.
Out in time or not, you get the photo at the door, with the props or without them. Your time goes up on the board in the lobby.
Twenty minutes in the lobby: what you missed, what the room was really about, and which door to take next time.
An upright cabinet from 1983 stands between the lockers and the drinks. Nobody has ever had to put a coin in it: it plays itself while you wait, and the high score belongs to a team that never escaped anything.
The cabinet came with the building. We replaced the tube twice and left everything else alone, including the sticker on the control panel that says the second player button is broken. It is not: it was never wired.
Teams waiting for the briefing tend to stand around it and argue about who could clear wave four. Nobody has. The machine has cleared it 2,140 times, because it plays against itself and never gets nervous about the clock.
Two minutes of this at the desk and a team stops shouting over each other. Words drift toward the door; type one and it comes apart. Miss it and the door takes a piece of your lead.
The lock holds while the words are still far from the door. First letter picks the nearest word; after that you are typing that one.
There is very little of it, and none of it is about being brave.
4.9 out of 5 from 486 reviews across the six rooms.
We came for a birthday with six people who had never played anything like this, and the briefing got all of us on the same page in ten minutes. Out of LAST TRAIN with four minutes left, mostly because someone finally listened to the quiet one in the corner.
THE CIPHER beat us with two locks left and I have thought about it since. No story, no corridors, just a wall that keeps telling you the same thing in a new alphabet. The debrief afterwards was worth the ticket on its own.
Booked GLASSHOUSE for two adults and a nine-year-old and worried the whole way there. It is bright, it is green, everything is at child height and she solved the flowerbed before either of us. The only complaint is that 45 minutes went too fast.
The building has one street door and nine inside it. Look for the clock on the gable — it is the only one on the row that runs to sixty.
| Monday | 16:00 – 23:00 |
| Tuesday | 14:00 – 23:00 |
| Wednesday | 14:00 – 23:00 |
| Thursday | 14:00 – 23:00 |
| Friday | 12:00 – 01:00 |
| Saturday | 10:00 – 01:00 |
| Sunday | 10:00 – 22:00 |
Pick a room, a day and a team size. We hold the slot for 12 hours and confirm by email. Nothing is charged on this page.
We have pencilled you in. The desk will confirm by email within a few hours.
The clock stops, the game master opens the door and walks you back through the room, showing you what you were three moves away from. You still get the photo, and your time still goes on the board. About 38% of teams finish this way, which is why the debrief exists.
No room is ever fully dark, no actor ever comes in, and nothing touches you. SIGNAL 9 is atmospheric — low light, static on the radio — but there is nothing in it built to startle you. If someone in the team is unsure, tell the game master at the briefing and they will keep the room lights a step brighter.
Two is enough for every room except LAST TRAIN, which splits the team and needs four. Two players in a six-person room is a harder game, not an easier one, so we suggest COLD CASE or GLASSHOUSE for a pair playing for the first time.
GLASSHOUSE, from seven upwards, with one adult in the team. COLD CASE, THE VAULT and LAST TRAIN take players from twelve with an adult. THE CIPHER and SIGNAL 9 stay at sixteen, because the puzzles are long rather than because of anything in the room.