Escape Anaconda Island is a puzzle adventure gamebook, so do not read it in order. You solve a puzzle, and the answer in the door brick is the page you turn to next.
The story
An island in a wide, slow South American river is home to a small field station. A hundred years ago the river pilot Benedito Arroyo built its raised walkways and, on its one hill, a stepped stone lookout with a flood bell on top. The river is rising early, and Dr Yara Montes, the herpetologist, has gone north to meet the boat.
With Chuva the wild capybara you open nine stretches of five gates, one an hour from 9 am to 5 pm, to ring the bell by sunset so the boat comes to the High Landing. Dr Yara's field notes along the way are true facts about green anacondas, each with a snake maths question. Snakes here are wild animals to respect and keep away from, never to harm.
How it plays
Every chamber is one page: a short story beat, a puzzle, and a Next Door box. Solve the puzzle, find the number in the door brick, and turn to that page. A wrong answer sends you to a dead end that tells you which brick to recheck, so a slip costs you a minute and not the whole game.
A look inside


At a glance
- 45 gates plus six signal posts
- Nine true facts about anacondas
- A lock called River Rise, where a flood gauge adds to every brick
- Ages 10 to adult; paperback, 146 pages
Books mentioned

Escape Anaconda Island
A puzzle adventure gamebook, paperback, 146 pages. 45 gates plus six signal posts.
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

How to Solve a Star Battle Puzzle, One Star at a Time
Place stars so every row, column and region has one, and no two stars touch. A 5x5 puzzle solved in five moves, every move drawn.

Maths Anxiety: How Parents Can Help (and What to Avoid)
What four studies found about parents, teachers and maths worries in young children, and some kind, practical things to try at home.

Bubble Dome Deep-Sea Lab: What It Can Do for Players
Bubble Dome Deep-Sea Lab (Ages 8 to 12): what is in it, what players can get out of it and how to run it.

The Great Zombie Snooze: A Mini Golf Course Full of Sleeping Zombies
The slush machine made a new flavour and everybody turned green. A funny, not scary, printable zombie escape room for ages 10 to 14 and the family.

Honeycomb Hive Rescue: What It Can Do for Players
Honeycomb Hive Rescue (Ages 7 to 10): what is in it, what players can get out of it and how to run it.

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

Catching Yawns: Doubling, Halving and a Counted-Twice Brick
In one lock a yawning brick counts twice. That means doubling on the way up and halving on the way down. Quick tricks for halving in your head, too.

Snow Owl Ice Camp: What It Can Do for Players
Snow Owl Ice Camp (Ages 8 to 12): what is in it, what players can get out of it and how to run it.

Puffcloud Expedition: An Escape Room You Play With 52 Cards
The answer is the number of the next card. How a printable escape room card game works, why every answer is checked twice, and how you choose your path.

Casting Out Nines: Check Any Sum in Ten Seconds
Shrink every number to one digit, redo the sum on the small numbers, and compare. A fast check for adding, subtracting and multiplying, and the mistakes it cannot see.

Our Boom Learning Store: Step-by-Step Escape Rooms for Math, Money, Logic and Music
A tour of our Boom Learning store: seven step-by-step bundles of self-checking escape-room decks, what a card looks like, and eight free samplers to try first.

River Rise: Find the Rise, Then Climb the Pyramid
On a rising river every brick gets a little extra. When the gauge has no number, find the rise first. A lock from Escape Anaconda Island, in
