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A number pyramid beside the cover of The Grand Pyramid Hunt, a puzzle adventure gamebook.

Field Notes

The Grand Pyramid Hunt: The Story and a Look Inside

2 min read
  • Book story
  • Escape gamebooks
  • Paperback

The Grand Pyramid Hunt 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

Twelve sandy isles sit in a ring like the face of a clock round the Great Isle and its Grand Pyramid. On hunt day, from sunrise to sunset, you visit one isle an hour with Hunt-Keeper Captain Juno Quay and Pouch the pelican, who carries the map.

Each isle has six locks chained page to page, and then an Isle Stone: a meta puzzle where your six answers go into carved bricks to find that isle's keystone. Twelve keystones, one hunt. It is a puzzle adventure gamebook, so do not read it in order.

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

The front cover of The Grand Pyramid Hunt.
The cover.
The first chamber page of The Grand Pyramid Hunt: story text, an empty number pyramid and a Next Door box.
The first chamber, as printed. Nothing is solved.

At a glance

  • 12 isles, 72 locks and 12 isle stones
  • A hunt from sunrise to sunset
  • Hints and full answers in the back
  • Ages 10 to adult; paperback, 214 pages

Books mentioned

The Grand Pyramid Hunt cover

The Grand Pyramid Hunt

A puzzle adventure gamebook, paperback, 214 pages. 12 isles, 72 locks and 12 isle stones.

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