Halloween Murder Mystery Escape Room: a Story-Driven Puzzle Book for Adults with 41 Ciphers, Riddles & Logic Puzzles to Solve the Crime and Escape (The Hollowmere Curse)

Halloween Murder Mystery Escape Room: A Story-Driven Puzzle Book for Adults Featuring 41 Ciphers, Riddles, and Logic Puzzles to Solve the Crime and Escape (The Hollowmere Curse)

Sale price  $29.99 Regular price  $38.99
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Halloween Murder Mystery Escape Room: a Story-Driven Puzzle Book for Adults with 41 Ciphers, Riddles & Logic Puzzles to Solve the Crime and Escape (The Hollowmere Curse)

Halloween Murder Mystery Escape Room: A Story-Driven Puzzle Book for Adults Featuring 41 Ciphers, Riddles, and Logic Puzzles to Solve the Crime and Escape (The Hollowmere Curse)

Sale price  $29.99 Regular price  $38.99

The gate has closed behind you. The bell tolls at midnight. Eight locked places stand between you and the road out.

You are an inquiry agent, and the letter in your pocket says a man was pulled from the millrace of Hollowmere with his pockets full of chapel candles, then buried as a drowning before anyone looked at the back of his head.

Now the village has locked itself around you for the night of the Lantern Rite. Eight buildings. Eight unlit lanterns. Ninety people who have agreed not to discuss what the lanterns are counting.

A real escape room, printed as a book.

Every location is sealed by a Lock, and every Lock yields one keyword. Record a single letter from each, and after eight chapters those letters spell the key that opens the final cipher: the one that names the killer and tells you how to be standing outside the gate before the last stroke falls.

What is inside

- 41 interlocking puzzles. Caesar and Vigenère ciphers, Atbash, keyword substitution, pigpen, Morse, rail fences, logic grids, acrostics, word ladders and deduction.

- A genuine murder to solve, played fair. Every fact you need is printed inside a puzzle answer, and the narrative never lies to you.

- A Cipher Toolkit that teaches each method from scratch, with worked examples. No prior experience, no trivia, no outside knowledge.

- Three warm-up puzzles, a case board, an evidence log and generous working space in every chapter.

- Two hints per puzzle, printed apart from the answers so your eye never lands on a solution you did not ask for.

- Full worked solutions that explain the reasoning, not just the answer.

Four to six hours of play. Made for one solver across an evening, or for two or three people passing the book between them. A Halloween night in, a gift for the friend who finishes escape rooms too quickly, a quiet alternative to the doorbell.

Eight doors. Forty-one puzzles. One killer. Light nothing until you understand what the lanterns are counting.

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