Mark as done to rate
You are entering Tombstone’s saloon frequented by your rival gang, where they have stored their stolen gold bricks. As a new mafia group, you want to send them a message by stealing their stored gold. The rival gang is dangerous, and they are not known for going easy on their enemies. So, make it out before they are back.
132 escape rooms
A very, very Gen 1 room. Sparse decoration, some unclear clueing, almost entirely using traditional locks, sometimes prohibitively linear, more busywork than needed or fun (once you understand how to solve a puzzle, it takes way too long to get to the solution). The staff is positively delightful, but this room is easily the weakest of the three at this location.
A lot of counting and tedious tasks to slow you down. While there were some interesting connections to be made, it felt fairly disjointed. There was no sense of how close or far we were into winning, and the final solve was so anticlimactic that I literally didn’t know we had won until the GM entered the room.
Most of the set was very cheap and generic. Brick wallpaper was used in lieu of actual brick. While a telegraph was a unique prop, the game master triggered the solve state without me having solved the puzzle. A giant exit door that was in themed stuck out and really made this feel so very Gen 1. Also, hints are given through a computer screen, which breaks the theme.
This is where this place shines. The GM was so friendly and funny. His western accent was so funny during our intro. I wish clues were given in-character with that voice!
No
The story is paper thin as an intro, and then it’s entirely abandoned in the room. The locks are not period-appropriate, and the puzzles are only superficially associated with the theme.
Medium
It reuses a lot of common tropes, and several puzzles could be bypassed in part or whole due to design.
Mechanical
2
Hard to say… there seemed to be many bottleneck points. There is a lot of counting or calculations or translation that could be split amongst the party.
Not scary
Yes
The telegraph was effectively broken, as I input the wrong code but still triggered the solve state.
No
Not at all
Some symbols are hard to see on one puzzle. There is a slightly narrow area that not be accessible to those in wheelchairs.
Yes
Limited
Very awkward parking right off the street. Limited spots.
Showing results 1 of 1