
Fun & Entertainment · Digital book
Twelve Locks, One Night
By Sikho
At six o'clock on Friday night, a brass bolt slides across the doors of the Penhallow Museum of Clever Things, and three kids and their grandmother are locked in until midnight. Twelve doors stand between Roz (11), Otis (8) and Posy (six and three-quarters) and a thirteenth room that nobody has ever reached. Every door has a lock, and every lock has a puzzle on a little brass sign: a ferryman with a wolf, a goat and a cabbage (a puzzle more than eleven hundred years old), a riddle in rhyme, a row of glass flowers, a cocoa problem, a secret message from Julius Caesar, a street of neighbors and pets, nine bells and a scale, a maze made of railroad tracks, a magic square, a tower of rings, a vault with a code, and four guards, only one of whom tells the truth. You solve every lock yourself. Stop at each sign, grab a pencil, and try. The answer waits at the start of the next chapter, along with the story of how the Pereiras found it. Every puzzle can be solved from what is on the page, and every logic, number and code puzzle was checked by computer to make sure it has exactly one right answer. The history is true. The museum is made up. And wrong answers are welcome: in this book, a wrong guess is a clue in a costume. Along the way come twelve Pocket Riddles, thirteen problem-solving Moves any kid can use, and a Play Kit with a decoder to build and a twelve-clue lock-in to run at home. A note for grown-ups explains how to help without giving the answer. For ages 6 to 12, and for anybody who has ever been stuck and wondered whether that was a problem. (It isn't.)
223 minutes estimated reading
Read on Sikho ↗︎Access, enrollment and any payment are managed by Sikho. Check the current price and availability there. This title is not included in NyzaStore membership.