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A number pyramid beside the cover of Escape the Mansion After Dark, a puzzle adventure gamebook.

Field Notes

Escape the Mansion After Dark: The Story and a Look Inside

2 min read
  • Book story
  • Escape gamebooks
  • Paperback

Escape the Mansion 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

At ten o'clock every inner door of Thistledown Hall locks itself: Barnaby Finch, the inventor who built the house, gave each one a number lock. This is a cozy mansion, not a haunted one.

With Biscuit the terrier you go from the Entrance Hall through the Portrait Gallery, Library, Music Room, Kitchens, Conservatory, Clock Tower and Attic, down the back stairs and across the garden, then up the outside stair of the Pyramid Folly to its railed platform by dawn.

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 Escape the Mansion After Dark.
The cover.
The first chamber page of Escape the Mansion After Dark: story text, an empty number pyramid and a Next Door box.
The first chamber, as printed. Nothing is solved.

At a glance

  • 45 chambers in nine wings
  • Cozy, not scary
  • Portrait Pairs, a lock about framed pairs and products
  • Ages 10 to adult; paperback, 138 pages

Books mentioned

Escape the Mansion After Dark cover

Escape the Mansion After Dark

A puzzle adventure gamebook, paperback, 138 pages. 45 chambers in nine wings.

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