Page 3 - SAMPLE Escape Room
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 start to argue about what they’re supposed to do next. Following a mechanical clicking sound, Ami discovers
a strange figure seated behind a chessboard in the far corner of the attic. Inspecting this, Min tells the others that it is the Chess-Player of Maelzel, an automaton – or early robot – whose inventor claimed it could defeat any human player at the game of chess. But when Ami plays and defeats the machine, sirens begin to blare and the ancient computers flicker into life again, the message on their screens telling them ‘SELF-DESTRUCT SEQUENCE INITIATED’ as the numbers start to count down.The atmosphere in the room is now charged with panic, the children hammering on the trap door to be let out, but there’s no reply from the Host. Racking her brain, Ami tries to work out what to do, the solution jumping into her head as the countdown nears zero.When Ami press- es the Escape key, the countdown stops, and the alarms fade into silence as the trap door opens to reveal the next room.
But as the children follow the trail of challenges and puzzles, it seems as though the rooms inside The Escape are much larger than they looked from the outside. From a cavernous library where every book on the shelves
is blank to an ancient Mayan tomb, a clockwork plan- etarium to the airlock of an abandoned space station tumbling out of orbit,Ami and the others must learn to work together as the challenges they face become ever more dangerous.And as Ami searches for the Answer, she discovers strange clues left behind by players who have played the game before that lead her to question exactly why she is playing the game...































































































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