Escape the Dwarf Halls 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
Mount Tallcairn is shaped like a pyramid, and inside it the dwarf builders have cut a city of nine halls, one above another. A hundred years ago they lent the valley village of Brackenfoot their Golden Plumb, the plumb line that makes a wall stand true. It must come home for the Topping-Out, when the last and highest stone of the city is set at sunrise.
You carry it up with Scree, a young mountain goat. At sunset the Night Stone rolls across the Low Gate, as it does every evening, and the builders have all gone up. The way out is up too: nine halls of five locked doors each, from the Low Gate to the Sky Door under the point of the mountain.
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 halls
- Climb from the Low Gate to the Sky Door
- Hints and full answers in the back
- Ages 10 to adult; paperback, 148 pages
Books mentioned

Escape the Dwarf Halls
A puzzle adventure gamebook, paperback, 148 pages. 45 locked doors in nine halls.
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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.

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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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