Escape the Jungle Step Pyramid 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
A stepped pyramid stands deep in the jungle, and you climb it from the river landing to the Summit Temple with Tiko the coati. There are 45 chambers, five on each terrace, and each terrace is a little harder than the one before.
Every door carries a carved glyph, and a chamber always tells you in words which glyph to look for next. Six optional jade rooms hide off the main route; find them all and they fill a pyramid of their own.
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 chambers on nine terraces
- Six optional jade rooms to find
- A new lock called the Mirror Pool, where some numbers only show in a reflection
- Ages 10 to adult; paperback, 136 pages
Books mentioned

Escape the Jungle Step Pyramid
A puzzle adventure gamebook, paperback, 136 pages. 45 chambers on nine terraces.
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More field notes

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 a made-up example.

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.

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
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