Part thriller, part love story, Mazes and Monsters is a spellbinding novel about a group of college students in the 1980s who use a fantasy game as refuge from their personal, emotional, and social problems. Based loosely on the “steam tunnel incidents” of the 1970s, the four friends—Kate, Jay Jay, Daniel, and Robbie—eventually take their game too far when they decide to live-action role-play in the caverns near their college campus. What follows is terrifying and unexpected, as each character dives deep into the darkest part of their mind, those forbidden places where our most menacing truths lie.
Ancient magic and contemporary horror combine in this tale of a lonely boy's increasing immersion into a sword-and-sorcery fantasy game, Hobgoblin, as the line between nightmare and reality erodes.
Mazes aren't always as simple as hedgerows and cornstalks; sometimes they're downright dangerous. Only heroic readers will be able to handle these deadly mazes. Simple enough to trace with a finger, but challenging enough to be fun and engaging, these age-appropriate mazes will keep readers entertained. The vivid illustrations bring each dangerous maze into thrilling focus. Readers will develop problem-solving skills while having fun, making this volume a great addition to any library or classroom.
In the vein of the best-selling Maps, this brilliant oversize maze book invites readers to get lost among the twists and turns of beloved Greek myths. Discover the legendary labyrinths and mythologized mazes of ancient Greece in a beautifully designed book of paths and stories. Each turn of a page lands the reader in a new and exciting Greek classic through which to chart a path, learning along the way. From the twelve labors of Heracles to the labyrinth of the Minotaur, from the trials of Odysseus to the Colossus of Rhodes, illustrations present ancient stories as new and puzzling quests to complete. Packed with intricate details and plenty of information about the history and mythology of ancient Greece, this tome will astound explorers and inquisitive minds of all ages.
Colleen and Samuel Quaice are teenagers living in 1897 England. During a visit to Upper Wolverhampton Bibliotheque, they discover a musty book called THE MAZE OF GAMES. Opening the book summons the Gatekeeper, a mysterious skeletal guardian who plunges the Quaices into a series of dangerous labyrinths, populated with myriad monsters and perplexing puzzles.Only by solving their way through the Gatekeeper's mazes will the Quaice children find their way home.Read the novel. Solve the Puzzles. Get out alive
Discover 50 colorfully illustrated mazes with fully solvable characters, cartoon elements, and imaginative creatures along every start-to-finish path. Navigate through crazy cartoon features, Bigfoot's giant feet, the Cyclops' eye, a kraken's wiggly tentacles, and more. There are dozens of dead ends, illusions, twists, and turns that ramp up with each difficulty level.
When James Dallas Egbert III disappeared from the Michigan State University campus in 1979, he was no ordinary college dropout. Egbert was a computer genius at sixteen, a boy with an I.Q. of 180-plus and an extravagant imagination. He was a fanatic Dungeons & Dragons player—before the game was widely known—and he and his friends played a live version in a weird labyrinth of tunnels and rooms beneath the university. These secret passages even ran within the walls of the buildings themselves. After Egbert disappeared, there were rumors of witch cults, drug rings, and homosexuality to try to explain the mystery. When the police search came to a dead end, the Egbert family called in one of the most colorful private investigators of our era, William Dear, of Dallas, who is a kind of real-life James Bond. Dear's search for the boy reads like a sensational novel—but every detail is true. Dear crawled through baking-hot tunnels, flew over the campus in a helicopter, and called into play every intuition he could muster. He realized that he must out-play and "out-psych" the brilliant, game-playing mind of Dallas Egbert. In the end, he did. The story of the tortuous search, the discovery of the boy, his return to his parents—and the final tragedy—is told here for the first time. This is the story of a generation, not just the story of Dallas Egbert alone; and anybody who has known a game-playing, computer-age adolescent will recognize some of the possibilities for genius, and for danger.
This lively, interactive book welcomes young children to a maze-filled monster park. Children will gain confidence in problem-solving and pen control as they help the monsters find their way through the mazes. The durable, wipe-clean pages allow children to try out the mazes again and again, and there are fun things to spot on every page. Offers practice in important early learning skills in a humorous, playful way. Part of the hugely successful Usborne Wipe-clean series featuring a collection of endearing but slightly goofy monsters. Comes with a special wipe-clean pen which is very satisfying to write with, and easy to wipe off the shiny pages.
Could dragons still exist? Of course they do--in these enchanting mazes. That means children with the courage to pick up their pencils and travel the world get to meet these magical, sometimes fearsome creatures. As they make their way through the puzzles, kids will see that some dragons enjoy special places like Mount Everest and the North Pole, while others prefer old castles and the ocean depths. Go to the Grand Canyon and search for a clear path downstream to scare away a water-guzzling dragon. Take a look at the rare fire-breathing lava eaters--if you can find a safe route through a volcanic eruption. And it takes some super solving to save a maiden in distress from two dragons--because the maze has two solutions!