Escape the Bakery After Dark 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
The Pyramid Bakery of Larkstone is a stepped pyramid of honey stone on the market square, built by the puzzle-loving baker Ottoline Crumb. Head baker Rosa Fennimore is stuck across the river until sunrise, and the Sugar Pyramid for the Harvest morning is not going to finish itself.
With Crumpet the cat you open nine rooms of five doors, from the Front Shop and Grain Store up to the Cake Loft, doing the night's real baking as you go. The bakery's recipes in the book are vegan, and one lock is based on baker's percentages.
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 locked doors in nine rooms
- Ten vegan recipes
- A lock based on baker's percentages
- Ages 10 to adult; paperback, 164 pages
Books mentioned

Escape the Bakery After Dark
A puzzle adventure gamebook, paperback, 164 pages. 45 locked doors in nine rooms.
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

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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.

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Pascal's Triangle: Patterns Hiding in a Number Pyramid
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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.

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.

Timeline Rows: Equal Steps Like the Years on a Museum Wall
A timeline row goes up in equal steps, and every row above it is a timeline too, with a step twice as big. A lock from Escape the Museum After Dark.

Gauss's Trick: Add 1 to 100 in Ten Seconds
The famous 1 + 2 + 3 + ... + 100 shortcut, why it works (with drawings), what we really know about the story, and the pyramid of bricks hiding inside it.
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