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Will you get to the Orwellians before the Wanstein Club get to you? The clock is ticking… Based on the global phenomenon of Escape Rooms, and following on from the international bestseller The Escape Book by Ivan Tapia, this book puts your ingenuity, wit and perseverance to the test with even more fiendish challenges, puzzles, and enigmas that you must solve to thwart the sinister Wanstein Club. Investigative journalist Candela Fuertes is at rock bottom: her fight against Castian Warnes, the head of the powerful and sinister Wanstein Club, has undermined her credibility as a journalist, and meanwhile she suspects Warnes is behind the car accident that put her boss in hospital. Corroded by the thirst for revenge, she decides to turn to the only people who can help her in a cause that seems already lost: the Orwellians, a group of hackers hell bent on revealing the secrets of the rich and famous. In order to get to the Orwellians, you and Candela must follow their trail all over London. The chapters of the book are jumbled up, and to know where to continue reading, you must solve the puzzles, optical illusions, conundrums and anagrams that you find. Each time you solve a puzzle, the number you arrive at will indicate the page from which you can continue the story.
Eden's greatest wish has finally come true. No longer confined to her lamp, she begins a spectacular life in Manhattan with her new guardian, Pepper, a bubbly genie alum who's also a Broadway actress. Eden only gets a taste of the city's wonders before she's whisked away for a wish granting--she is still a genie with a job, after all. David Brightly isn't like other wishers Eden has met. The owner of the world's leading tech company seems more interested in tapping into the lamp's power than making his first wish. Trapped in Brightly's laboratory and unable to get to the lamp, Eden has no choice but to escape and go on the run. She finds herself on the streets of Paris, nowhere near out of danger. Brightly has half the city searching for Eden, claiming she is his kidnapped daughter. She manages to don a disguise and get word of her predicament out to the loyal genies on earth. But Paris is also headquarters of Electra, a group of former genies bent on revenge against Eden, and it seems the scheming Sylvana has teamed up with Brightly to seize the lamp's power once and for all. Eden embarks on a dangerous mission to retrieve the lamp and protect the centuries-old genie legacy. But Brightly has more tricks up his sleeve than any mortal Eden has met. Soon, every genie will have to pick a side in an epic showdown against the greatest threat the lamp has ever faced.
Solve puzzles and riddles with your favorite pirates in order to escape the book, in the second installment of The Escape Book series! 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!
This is the second title in a series of Sherlock Holmes Escape Books: a unique, new form of puzzle books, in which the reader must solve the puzzles to escape the pages. Inspired by the urban craze for escape rooms, where players tackle challenges while trapped in a locked room, this is an escape room in the form of a locked book: filled with codes, ciphers, riddles and red herrings, plus an ingenious Hieroglyphic Code Wheel set into the cover. Taking on the role of Sherlock Holmes, in this new adventure readers find themselves trapped with Watson in the Enlightenment Gallery of the British Museum after a curator collapses in the Egyptian Collection. With King George V due to arrive at the nearby tube station, and rumors of an anarchist plot, Holmes and Watson must find their way through the museum, and fathom the involvement of both Mycroft and Colonel Sebastian Moran, if they are to win their freedom and save the day.
All twelve years of Eden's life have been spent in an antique oil lamp. She lives like a princess inside her tiny, luxurious home, but to Eden, the lamp is nothing but a prison. She hates being a genie. All she wants, more than anything, is freedom. When Eden finds a gateway to Earth inside the lamp, she takes her chance. In a moment, she's entered the world she loves. And this time, she won't be sent back after three wishes. Posing as the new kid at a California middle school, Eden revels in all of Earth's pleasures—but quickly learns that this world isn't as perfect as she always thought it was. Eden soon finds herself in the middle of a centuries-old conflict between powerful immortals. A ruthless organization run by a former genie will stop at nothing to acquire the lamp and its power—including hurting Tyler and Sasha, the mortal friends who have given Eden a home. To save her friends—and protect the magic of the lamp—Eden will have to decide once and for all where she belongs.
No one can deny that the world is in trouble. Tragedy stalks our streets. Violence and bloodshed fill the news. How do we explain so much chaos? Is there any hope for peace in our time? Dr. David Jeremiah's dramatic narrative on the Book of Revelation answers these and many more challenging questions, by unraveling the imagery and explaining the significance of the events described in the last book of the Bible. Within its pages are the hope and encouragement we need to lift us from the gloom of present events to the promise of a brilliant future.
The latest mind-blowing novel from award-winning author Christopher Edge, Escape Room is a thrilling adventure that challenges readers to think about what they've done to save the world today. When twelve-year-old Ami arrives at The Escape, she thinks it's just a game - the ultimate escape room with puzzles and challenges to beat before time runs out. Meeting her teammates, Adjoa, Ibrahim, Oscar and Min, Ami learns from the Host that they have been chosen to save the world and they must work together to find the Answer. But as he locks them inside the first room, they quickly realise this is no ordinary game. From a cavernous library of dust to an ancient Mayan tomb, a deserted shopping mall stalked by extinct animals to the command module of a spaceship heading to Mars, the perils of The Escape seem endless. Can Ami and her friends find the Answer before it's too late? With cover illustration by David Dean. "A writer of genuine originality" - Guardian Check out these other brilliant books from Christopher Edge: - The Many Worlds of Albie Bright - The Jamie Drake Equation - The Infinite Lives of Maisy Day - - The Longest Night of Charlie Noon -
Young gamers control the action in this interactive series from the bestselling author of Trapped in a Video Game. With more than 30 endings and an unlockable bonus adventure, this second book in the series promises hours of screen-free fun. This is one book that will super-power the interest of any "I'd rather be gaming" kid. In this pick-your-path adventure, you join eight strangers inside a video game for a chance to win a million dollars. The challenge is simple: survive to the end, and you're rich. There's just one problem: A traitor is hiding among your group. One-by-one, crew members of the spaceship start disappearing. Can you "suss" out the traitor before it's too late? This whodunnit space adventure is perfect for fans of Among Us.
Activity book meets adventure in this series that is Choose Your Own Adventure meets I Survived meets doodle book! Doodle, decide, and demolish your way out of history's greatest events--the perfect book for fun and educational summer reading! Reader, beware! Once you open this book, there is no turning back. You will have three chances to survive the Titanic's fateful voyage. Decide which path to take first. Passenger: Exploring the ship is fun! Just don't get caught on the wrong deck when there's an iceberg ahead! Crew Member: You work for a family in first class. Can you persuade them to save you along with their beloved dog? Stowaway: You snuck onto this ship. Can you draw your way onto a lifeboat? In the Escape This Book! series, YOU are the star of history! Doodle your way through adventures as you decide the best path for survival. Don't be afraid to rip or fold a page. . . . Your escape may depend on it!
#1 New York Times bestselling detective Billy Harney of The Black Book is chasing down a billionaire crime boss and a prison escape artist while a young girl's life hangs in the balance. As Chicago PD's special-ops leader, Detective Billy Harney knows well that money is not the only valuable currency. The filthy rich man he's investigating is down to his last twenty million. He's also being held in jail. For now. Billy's unit is called in when an escape plan results in officers down and inmates vanished. In an empty lot, Billy spots two Kevlar vests. Two helmets. Two assault rifles. And a handwritten note: Hi, Billy Are you having fun yet?