You are small, the castle is a giant's, and every door is locked. In Escape the Giant's Castle you play beside Bobbin, a castle mouse, and the Castle Mice lend you tools on the way up. Each tool has a letter and a number, and you write the number in your Inventory, a box on the Route Log page. This is new in this book: some doors open only when you add a tool's number.
The rule in one line
Here is a made-up example, much smaller than the book's locks. Say the door shows the Thimble, and the mice lent you the Thimble worth 6 earlier on.
An ordinary number pyramid
The door's lock is a three-row pyramid with 2, 3 and 4 along the bottom. Every brick is the sum of the two below it. The top brick is the door number.
Fill in the middle row
2 + 3 = 5 and 3 + 4 = 7.
Reach the door number
5 + 7 = 12. So the door number is 12. A plain door would send you to page 12, but this is a tool door, so there is one more step.
Add the tool's number
The door shows the Thimble, worth 6 in this example. 12 + 6 = 18, so you turn to page 18. Forget the tool, or use another one, and you land on a dead end that tells you which tool you missed.
Two things to remember
- You never lose a tool. Its number never changes, so write it down once and use it whenever a door shows it.
- Tools are added, never taken away. Subtracting the number is a common slip, and the book has a dead-end page for it.
Higher up, more tools
High in the castle a door may need two tools: you add both numbers to the door number. At the very top, a door needs all six, and you add your Tool Total. With made-up numbers: a door number of 15 and tools worth 4 and 9 sends you to page 15 + 4 + 9 = 28.
Side doors and the Spectacles Case
Two more tools wait behind optional side doors marked with a star. No door on the way up needs them, but the giant's Spectacles Case at the Tower Door needs all eight. If you collect them, the mice can lower his spectacles to his nightstand, and the ending is a happier one.
How a page looks in the book


A low-resolution page from Escape the Giant's Castle, so you can see the layout. Nothing on it is solved.
Books mentioned

Escape the Giant's Castle
A puzzle adventure gamebook: collect the tools, open every door, and climb nine locked floors to the Pyramid Tower by dawn. Tool doors are one new idea in it, on top of its 15 kinds of lock.
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More field notes

How a Puzzle Adventure Gamebook Works (and Why You Don't Read It in Order)
Solve the puzzle, read the door brick, turn to that page. Here is the whole game in three moves, with a worked example.

Better Ways to Learn Addition and Subtraction
Flashcards have their place, but understanding comes first. Five friendly strategies, drawn step by step, plus how puzzles make the practice stick.

How to Solve a Number Pyramid, Step by Step
Two moves are all you need: add up and subtract down. Follow one real puzzle from the first brick to the top, with every step drawn.
