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Due to the rise in crime in our dusty old Wild West town the sheriff has been forced to deputize citizens to fight back against marauders, horse thieves, and vandals of every stripe. However, he’s knows better than to deputize just anybody who walks in the door — if you want the job, you’ll have to walk back out the door before the competition ends to receive your badge. Two teams will enter — one team leaves with a job to do and the authority to do it. You already know it, but the showdown begins at High Noon.
26 escape rooms
This room was so much fun. It is a competition style room so you can play against your friends and race to get out. The room is non-linear and themed like a western town. The puzzles are all different and some solve directional locks, which aren’t seen often in escape rooms. The hint system is a phone in the corner where you call your room host. The story wasn’t the best for this room, but the gameplay more than made up for it. Highly recommend this room for anyone old enough and in large groups.
Yes
Hard
Mechanical
6
Not scary
14
No
No
Not at all
Yes
Easy
58 escape rooms
High Noon is not like most escape rooms you've played. It's a competitive racing room. It's old western theme, but there's no story at all. The room has two stacks of generation one locks. One stack has red locks, and one has blue locks. The room is full of puzzles that associate to icons next to each lock. Each puzzle has a red version and a blue version. The solutions to the red puzzles and the blue puzzles are slightly different, but the puzzles have the exact some mechanics. Your team can choose to split up and compete against each other, compete against another team, or stay together and only complete one stack of locks. The room is entirely nonlinear, and almost every puzzle has only one step. There's an old rotary phone in the corner, and any player can go to the phone at any time to ask for one of the five allowed hints. We really enjoyed because we like puzzles, and this was purely a puzzle room.
No
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