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Review: High Noon

RATING: 5 Keys          RESULT:  Loss          REMAINING: X:XX

Welcome to the Wild West, where the solution to any issue is a shootout.  But wait, where’s the gun?

Story

 

It’s the 1800’s in the Wild West.  You were at Rusty Wheel Saloon and ended up gambling.  A group of outlaws accused you of cheating.  They challenged you to a shootout at High Noon.  Unfortunately, you must have left your six shooter somewhere in the saloon.  The saloon doesn’t open until later this afternoon.  Wendell, the barkeep, likes to hide things and lock the bar up pretty tight.  You know some of his secrets and tricks.  You wrote them in your journal.  However, you left your journal in the saloon as well.  

It’s 11 am.  You and your posse have one hour to find your journal, uncover the secrets and tricks and find Gertie, your trusted pistol, before Zeke and his band of outlaws come back. 

Otherwise, you’ll be pushing up daisies.

Luck is not on our side.  First, Gertie, the most prized possession, is nowhere to be found! How could something so careless happen? Perhaps the drinks at Rusty Wheel Saloon are just too good to pass up.  

Anyhow, Zeke wants revenge.  Based on the current situation, we are left with two choices: forget the gun, call the horses, and get out of town; or, embark on a compelling adventure to find Gertie and face the outlaws.  Obviously, our posse choose the latter option.

 

Scenic

Our journey begins on a dusty dirt road outside the Rusty Wheel Saloon.  Although the area is small, there is a long wooden porch, a barrel containing a chess board, and a stall to hold the horses.  The inside of the bar can be seen by looking through a large glass window.

The storyworld comes to life as soon as we enter the establishment through a pair of unlocked swinging doors.  The Rusty Wheel Saloon evokes a sense of being transported back to the Wild West. One side of the room consists of a round table and chairs, a bar with stools and beer taps (which are used later in the game to complete a unique challenge), and wooden shelves holding several bottles of liquor.

Across from these items is an old piano, additional shelves and crates, and a small table holding a Morse Code telegraph machine. The walls are decorated with paper wanted posters, wooden plaques, and horseshoes.

One thing is very apparent: Wendell is an extreme neat-freak.  The room is spotless and completely organized.  Nothing seems to be out of place.  So, how hard can it be to find the journal and pistol? Let’s just say that in another life, Wendell would make a wonderful escape game designer.  

Puzzles

High Noon has some of the most innovative and cleverly-designed puzzles we have experienced in the escape game genre.  Although very challenging, the activities are presented in a transpicuous manner, allowing efficient flow from one task to the next.

While navigating the saloon, outlaws encounter a variety of conventional and technology-driven components, all of which are relevant to the storyline.  Even a typical escape game maze has been modified to fit the room’s western-style theme.

Proceeding deeper into the game, one thing becomes clear: There is A LOT to do.  The game play is multi-linear, with each path consisting of several steps.  

At the end of each sequence, bandits are awarded an object necessary for finishing the peak puzzle in the saloon.  Once successfully completing this final challenge, our posse gains access to the assumed location of the pistol. However, Gertie is nowhere to be found, and it appears that our group is no match for Zeke and his band of outlaws.  

Overall

High Noon is unique, authentic, and pure fun.  It is among the better games we’ve seen in the Western genre.  Although we did run out of time and ultimately left without finding that pistol, we didn’t at all feel defeated.  The combination of realistic scenery and quality puzzles results in an overall rewarding experience.

High Noon will challenge escape game enthusiasts of all levels.  However, due to the large quantity of puzzles, the adventure is suitable for four to six players.  So, gather your posse, find the gun, and get ready to take on this vicious gang of outlaws!

 

#LarryForgotToTakeAPic

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Venue Details

Venue: Escape Hour Room

Location: Bolingbrook, IL

Number of Games: 2

GAME SPECIFIC INFORMATION:

Duration: 60 minutes

Capacity: 6 people

Group Type: Public / You may be paired with strangers.

Cost: $28 per person

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