by Don't Get Locked In (website)
23-27 AllHallows, MK40 1LN
2-6 players
60 minutes
Overall rating

based on ratings from 7 users
combined with 1 pro review
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I'm putting in the same review for this room and for Return To The Rock, as we did them as the double room, Audacious.
We were incredibly disappointed by these rooms. The puzzles were illogical, some requiring logic leaps with no clues. There were red herrings that seemed to only exist for the GM's amusement, and the whole experience felt like the rooms had been made to make the GM feel smart, rather than to provide enjoyment for the team.
Theming: 6/10
Puzzles: 3/10
GM: 6/10
Value: 6/10
Fun: 1/10
Overall: 44%


Theming is strong (classic bank Heist). Linear progression. One novel puzzle (to break into the bank) that Iโve never seen before using a combo of search and find and ingenuity.
Once in the vault you need to turn off the alarm (obvs). This was a bit odd - we were sure weโd used the mechanism to do this earlier but unclear if GM could tell. Itโs easy to waste time in the vault if you miss one of the โhelp diagramsโ.
Generally enjoyed - the bank heist theme is very common and there are some Better examples available.


Reviews by escape room review sites
The Vault was for me the second half of Donโt Get Locked Inโs Audacious experience, though itโs also available to play stand-alone; and in retrospect I think I would have preferred to play it separately, since as it was we started off already frazzled and short on time after overrunning Return To The Rock.
Either way, your task is straightforward: get into the vault and get the valuables. It has a structure that works well for that too, infiltration followed by a flurry of robbery.
Even though...