Education is moving slowly but surely into the 21st century and as it does educators in higher education need to look for ways in which to develop the competencies that today's students will be called upon to use in their future professional lives. Developing such competencies calls for innovation in educative practice, sometimes pushing the boundaries. This paper looks at non-digital game-based learning as a way in which this can be successful. An educational escape room was designed for third-year Bachelor students working on their final dissertations (n=20) in order to explore the process of reviewing the literature. Findings, going from the creation to the use and impact of the escape room are presented. The entire process is detailed, and the student feedback analysed. Finally, suggestions for educators interested in pursuing this path are provided.