Escape Anaconda Island has a lock that does not exist in an ordinary number pyramid. It is called River Rise. The river is rising, so every brick holds a little extra water. The rule, in the book's words, is that every brick is the two bricks below it added together plus the rise on the gauge, the same rise all over the board.
The new rule
In a plain pyramid, a brick is left + right. In River Rise a brick is left + right + rise. If the gauge reads 2, every brick gets 2 added on top. The example below is our own, made up for this post, and a bit easier than the book's locks.
When the gauge has no number
The hardest version has a ? on the gauge. Then you must find the rise first. Here the top is 26 and the bottom row is 6, 3 and 8.
What we know
Top 26. Bottom 6, 3, 8. The gauge shows ?.
Add up without the rise
Pretend there is no rise. 6 + 3 = 9 and 3 + 8 = 11. Then 9 + 11 = 20.
What is left over?
The real top is 26. So 26 − 20 = 6 is all the rise there is, added up.
How many rises?
One rise went into each of the two middle bricks, and one more into the top. That is three rises: 6 ÷ 3 = 2. The gauge reads 2.
Climb with the rise
6 + 3 + 2 = 11. 3 + 8 + 2 = 13. Then 11 + 13 + 2 = 26. Perfect.
The counting rule behind it
In a three-row River Rise, the rise is counted three times in the top brick: once in each middle brick, and once in the top. A taller wall counts it more often. The trick to remember is simple: take away everything you know, and what is left is rises, then share it out.
How a page looks in the book


A low-resolution page from Escape Anaconda Island, so you can see the layout. Nothing on it is solved.
Books mentioned

Escape Anaconda Island
A puzzle adventure gamebook along nine locked walkways to the Lookout Pyramid, with 15 kinds of lock and true snake facts. River Rise is one of those 15 locks, so the book is not all of one puzzle.
View on AmazonAs an Amazon Associate we earn from qualifying purchases. Cover images are the ones we have on file; the book you receive may show a slightly different cover.
More field notes

Portrait Pairs: When a Gilt Frame Multiplies Two Bricks
A frame holds two bricks and its plaque shows their product. Try each pair of factors and let the pyramid decide. A lock from Escape the Mansion After Dark.

Escape the Jungle Step Pyramid: The Story and a Look Inside
Escape the Jungle Step Pyramid: the story, how a chamber plays and a look at a real page.

Negative Numbers in a Pyramid: Moving Left on the Number Line
Adding a negative number is just a step to the left. A number line, a pyramid and a few easy habits make negatives feel ordinary.

Number Bank Pyramids: Place Every Number Once
An empty pyramid and a bank of numbers. Each number is used exactly once. A worked sample, a 20-second video and a pyramid to try yourself, with the one rule you need to read the hidden digits.

Pascal's Triangle: Patterns Hiding in a Number Pyramid
One simple rule builds a triangle full of surprises: doubling rows, counting and triangular numbers, Fibonacci numbers, a fractal and route counting. Each pattern is drawn step by step.

Escape the Museum After Dark: The Story and a Look Inside
Escape the Museum After Dark: the story, how a chamber plays and a look at a real page.

Frost Village Puzzle Hunt: What It Can Do for Players
Frost Village Puzzle Hunt (Ages 7 to 12): what is in it, what players can get out of it and how to run it.

Fossil Camp: Nine Sites, Nine Bone Cards, One Cracking Egg
A dinosaur egg is about to hatch and the nest is behind the Bone Gate. A tour of the Fossil Camp kit for ages 6 to 9, with its video.

Escape the Dwarf Halls: The Story and a Look Inside
Escape the Dwarf Halls: the story, how a chamber plays and a look at a real page.

Call It x: Your First Algebra Is Hiding in a Pyramid
When a brick is missing and the sums don't reach it, name it x. A gentle four-step method, drawn out.

Escape the Bakery After Dark: The Story and a Look Inside
Escape the Bakery After Dark: the story, how a chamber plays and a look at a real page.

The Case of the Vanishing Trophy: What It Can Do for Players
The Case of the Vanishing Trophy (Ages 8 to 12): what is in it, what players can get out of it and how to run it.
Creouts Publishing
Puzzle books, printable games and, soon, games you can play here.
As an Amazon Associate we earn from qualifying purchases.
Amazon and Etsy are trademarks of their owners. Creouts is not affiliated with Etsy.
