You find yourself in the alchemy lab. It looks kind of like you thought it would: a dim room with a mystical atmosphere, full of secrets.
What you were not expecting is the hundreds of potions of all colors and sizes that fill the shelves lining the walls. Unfortunately, you can’t take any of them.
There is a strange picture covered in writing. There is also a brewing stand and a closed door. To go look at the picture, go to 80. To check out the brewing stand, go to 63. To try to open the door, go to 99. You can also continue exploring the second level.
105
Suddenly, you remember that the golems in your village sometimes gave flowers to passers-by.
And if . . .
You hold out one of your blue orchids to the warrior golem, and it stops dead in its tracks. Amazing! You can’t believe that worked! The creature takes the flower and returns to stand next to the throne. With one last sound of scraping stone, it freezes.
A blue orchid for a diamond shield . . . that trade almost makes it free! And that’s really cool, because you love free stuff!
You silently thank Breeze. After all, it was in her cloak that you found the orchids.
To continue exploring the old throne room, go to 65. You can also explore another room.
106
You take the jukebox from your inventory and put on some music.
A strange melody fills the dungeon. It’s both sad and catchy. An extremely talented bard with great powers must have composed it, because you can tell that it’s full of magic.
“Runt, look! A passage has just appeared! Let’s go!”
Without thinking, you gather Breeze in your arms and run after the cat. You take a strange passageway that plunges into the darkness, but you can sense it’s going up.
Around you, everything continues to shake, and you hear tremendous noises. The cursed temple is COLLAPSING!
Finally, you see the light of day.
“Eeebs! It’s the exit! Hurry, before we get stuck in here!” you exclaim.
You have almost no strength left, but you still manage to escape the temple. The passageway leads you to the sandy beach where you first arrived.
The ground shakes as the cursed temple sinks into the water. You put Breeze down and push back a lock of hair that falls in her face. She is still unconscious, but at least she is safe! They can help her get better in the village.
As the temple sinks deeper into the dark water, Herobrine’s angry voice sounds all around you: “You escaped this time, little warrior, but don’t think this is over! We will meet again. . . .”
An unexpected strength rises in you, and you hear yourself screaming, “I’m counting on it! And I’ll be ready!”
Determination flares in your eyes. With a final tremor, the cursed temple disappears under the water.
Congratulations!
You have saved Breeze, defeated the cursed king, and managed to escape from the temple!
A1: HINTS AND SOLUTIONS
Hi, Runt!
In this part of the book, I’ll help you solve the puzzles that are stumping you. Just go to the number corresponding to the section of the puzzle. I’ll give you a hint first. If you still can’t figure out how to solve the puzzle, I’ll give you the solution!
25
Hint 1:
The panel mentions a very specific cube. This is a cube that you should have found in the secret archives and that you had to assemble yourself.
Hint 2:
It’s the power cube! If you made it by following the directions, you just have to put it on the device, making sure that the ice side of the cube touches the ice square. You should see a number.
Solution:
If you’ve followed the instructions, you should see a number appear when you step back: 017. The “1” is on the top of the cube.
26
Hint:
You know what certain symbols represent. You just need to insert those throughout the text.
Solution:
The translated text tells you to go to 45.
40
Hint:
What if you tried to hide the lower half of the sword’s blade?
Solution:
On the left of the sword, you can read “Go to.” And if you hide the lower half of the blade, the number 33 appears! You just have to go there!
44
Hint:
The sign mentions extremes. It must refer to the numbers on the button on the far left and the button on the far right. Add up those two numbers. What do you get?
Solution:
To get the answer, you have to add the number of the button at the far left, so 05, to the number of the one on the far right, so 03. That’s 05 + 03 = 08. Now you know where you have to go in the book!
46
Hint:
You should look at the mural a little more closely. I’m sure you missed something. It seems to me that there’s something to read.
Solution:
On the mural, you can read “Go to 09.” Just follow the instructions!
60
Hint:
Don’t forget that each symbol can appear only once per line, column, and square. So under the fish of the first line is a diamond. And under the diamond in the lower left must be a fish. . . .
Solution:
If you solve the grid correctly, you find a ball of slime in “a” and a fish in “b,” which works out to 78. This is where you have to go.
63
Hint:
You already know that the spider eye equals 10 and that the bone is 5. So you just need to subtract those to figure out the number of feathers: 30 – 15.
Solution:
When you do the right calculation, you get the number 15. This is where you have to go.
66
Hint:
The text tells you that some blocks are not the right ones. “The correct block is not green,” so it’s not the emerald block. And, “It’s not under the material that buckets are made of.” This must mean that it’s not the block that’s under the iron block, since it’s with iron that buckets are forged.
Solution:
The correct block is iron. It’s the only one that you can choose if you follow the instructions. You know then that you have to go to 52.
68
Hint:
Keep in mind that you can jump up to only two blocks at a time. You can easily rule out wood blocks, since you can’t get farther than the first wood block.
Solution:
To reach the other side of the room, you have to jump on the dirt blocks. So you know that you have to go to 71 because that’s the number on the first dirt block. You might also want to try getting across using the diamond blocks. You might find something useful. . . .
88
Hint:
Don’t hesitate to use a pencil to draw a line along the paths you try. You can always erase the line afterward. What I can tell you is that I don’t think the button on the top is the right one.
Solution:
The correct solution is the blue button, which leads you to 82.
93
Hint:
To start with, you have to make sure that the mossy stone side of your power cube is touching the one in the book, so you have to put your cube down on the book and keep it that way. You can then rotate the cube until the symbols on the book align with those on the cube. You should be able to read something. . . .
Solution:
If you’ve placed your cube stone-side down and rotated it, when the lava side is on the left, you’ll be able to read “Go to 83.” This is where you have to go.
98
Hint:
The engraving mentions a mirror. This is a mirror in real life. Y
ou have to find a mirror and put your power cube in front of it. If you place it correctly, a number should appear.
Solution:
If you put the power cube up to a mirror and place it correctly, you will see the number 94 appear. The 9 is on the wood side and the 4 is on the lava side.
A2: COMBINATIONS
Here are all the things you can combine on your adventure! You can use this table to try out different combinations. For example, you could combine a safe with a key to open the safe. You can even combine an object with a place.
FIRST-LEVEL COMBINATIONS
Iron Door
Device with
Three Buttons
Small Frame
Small
Iron Key
49
12
23
Flint
and Steel
Bucket of Water
Book
Desk
43
32
26
Flint and Steel
Diamond Sword
Book
Wall Hanging
31
24
42
Flint and Steel
Book
Diamond Sword
Zombie
36
41
16
SECOND-LEVEL COMBINATIONS
Diamond Sword
Blue Orchid
diamond Shield
Warrior Golem
64
105
79
Eeebs
Flint and Steel
Torch
Dark Room
69
76
67
Gunpowder
Blue Orchid
Bucket of Water
Strange Potion
74
85
96
A3: INVENTORY
Available in print packet
When you find an object, add a check mark next to it on this list. This will help you keep track of everything you’ve picked up.
SMALL IRON KEY
BOOK
FLINT AND STEEL
DIAMOND SWORD
BLUE ORCHID
POWER CUBE
TORCH
BUCKET OF WATER
GUNPOWDER
DIAMOND SHIELD
DIAMOND HELMET
STRANGE POTION
VOLATILE STRANGE POTION
JUKEBOX
A5: POWER CUBE
Available in print packet
WARNING!
DO NOT KEEP READING UNLESS THE BOOK HAS TOLD YOU TO COME HERE!
This is the power cube. . . . It’s an extremely powerful relic FULL OF MAGIC. You must craft it yourself to use it in the cursed temple.
Just follow the instructions. Don’t hesitate to ask an adult for help.
You will need a pair of scissors and some glue.
You’ll see some numbers on the cube. Don’t go directly to those. It won’t help!
When you’re done, don’t forget to go back to 45.
Escape Book (volume 1) Page 5