Escape Book
Mystery Island
by Stéphane Anquetil
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Pub Date Oct 06 2020 | Archive Date Oct 06 2020
Andrews McMeel Publishing | Accord Publishing, a division of Andrews McMeel
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Description
Ahoy matey, you’re trapped!
After being abandoned on a mysterious island, you must now find a way to escape. The grumbling volcano in the middle of the island is sure to erupt soon—and take you with it. Will you be able to solve puzzles, find allies, and rise to the challenge? It will take everything you’ve got to make it out in time. But who knows, maybe you’ll find legendary treasure along the way? Bring the excitement of the popular escape room activity with you everywhere you go in this second book,The Mysterious Island. You will have to free yourself, and logic and observation will be your new treasures!
A Note From the Publisher
We regret that this electronic galley is not available for Kindle viewing.
Available Editions
EDITION | Other Format |
ISBN | 9781524855918 |
PRICE | $9.99 (USD) |
PAGES | 96 |
Featured Reviews
This is a junior version of the Choose Your Own Adventure gamebook, and make no mistake. And it's a lot better than the other from this publisher I've recently played, the entirely unrelated 9781524855895. Here, unlike before, we get a very gentle 'in', and the young player is easily guided into knowing what to do. They're comfortably informed how the concept of not reading this in printed order works, and about the engine of the book, that relies on a chart of combinations and choices, that depends on where you've been and what you've picked up. That chart does kind of ruin some puzzles, when you see what they entail ahead of time, but never mind. For people who have yet to come across this kind of adventure book, it's a good, solid grounding.
It's also very child-friendly, in that you're never allowed to die. Even if you plummet to a sure and certain death, you're allowed to reboot at the previous 'save point', and have another go. And those save points are an element of how this book has an unusual structure, even for such gamebooks – instead of flicking through manically to randomly-numbered paragraphs, here we concentrate on one section at a time – those between 40 and 49, for example – and play them out before unlocking other areas of the story's map, or going back where we came from. Now, having mapped it I was surprised to find myself told I'd come to the end, when I knew I'd not done it all – but I'd completely forgotten the initial three-way junction. The exhortation to make sure I'd covered all the ground kind of went over my head, obviously. So it is a little unfortunate that I found the successful conclusion without having covered one branch of the book's tree, and it's even more unfortunate that that was nearly vital in solving one of the puzzles I'd encountered and met with bewilderment, but I dare say it is a little easy to have a book like this where the path from beginning to end is a little too fluid, and the reader's path through it is not easily guaranteed.
All told it's a small map – this after all contains half the content of the more mature 'Fighting Fantasy', if that. But it provides for a book that's quite distinctive (where it's helped by the pleasantly vivid illustrations), and while it kind of lost the drama of leaving you on the side of an erupting volcano for other concerns, it was an engaging plot for the target reader. It's not too boy's-own, and girls could play even if you're clearly a young male pirate lad, your parrot companion is not at all annoying, and all told it's not too difficult to succeed with. A success.