Five Ways Out

Cover of Five Ways Out, a solo escape-room gamebook by Amanda Nash

A Solo Escape-Room Gamebook · Amanda Nash

Five nights. Five impossible escapes. One wrong move and you are caught.

You are the thief in a sleeping mansion, the castaway in a pirate fortress, the burglar loose in a museum after dark, the last soul aboard a dying space station, and the intruder trapped inside a shuttered asylum. Each time, the way out is a maze of choices and locked doors, and only you can crack the code.

This is not a book you read in order. At the foot of nearly every section you choose where to go next. Take the wrong door and a trap sends you scrambling back; reach a locked door and you must open it — a cipher scratched into the wall, a mirror-written padlock, a keypad that yields only to logic. Solve it and the answer tells you where to turn. Sharpen a pencil. No apps, no batteries, no shortcuts. Just you, your wits, and five ways out.

  1. The Nightingale Job — steal the jewelled bird and slip out before the dawn guard change.
  2. Dead Man’s Reef — take the cursed idol and flee the pirate fortress before the tide floods the causeway.
  3. The Pharaoh’s Seal — escape the museum’s Egyptian wing before the night guards finish their round.
  4. Orbital Zero — reach an escape pod before the failing station runs out of air.
  5. Ward Thirteen — find the locket, then the way out, before the caretaker’s dawn round.