Gamebook Blurbs

Quick Links: Lone Wolf, World of Lone Wolf, Fighting Fantasy Reissue Series 1, Fabled Lands, Blood Sword, Critical IF, Golden Dragon, Falcon, The Way of the Tiger, Cretan Chronicles, Be an Interplanetary Spy. (Note: These aren't really in any particular order.)

In case you're interested in knowing a bit about what gamebooks are like, here are the back of the book blurbs from some of them with a brief description of each series. If you managed to get here without going through my games and puzzles page and don't know what I mean by gamebook (Wikipedia link), these are basically single player, role playing games in book form, similar to interactive fiction (text adventures), but they usually include illustrations. They were originally popular mainly around the 1980s, I think, though there are some new ones being made and old ones being reissued. The story is broken up into small pieces, numbered sections, and at some of them you get to make a choice that takes you to another numbered section elsewhere in the book. After reading the rules and a few pages of background info to set things up, you start in on the book proper and keep reading and flipping pages, following instructions as required (e.g., to fight battles), until you reach an end. Not all series were heavy on the RPG aspects though; some like the Choose Your Own Adventure (CYOA) series were more like interactive stories where you simply made decisions, no battles, equipment, inventory, dice-rolling, etc., but my general preference is for the RPG-style, so expect that to be the focus here.

I made this mainly with new readers in mind. I figure gamebook fans are already hooked, know what different series are like, where to get them, etc. By putting up my page here, I'm hoping to get others interested in gamebooks. I'll try to add in blurbs from books that I own as I get them, filling in the overall series descriptions when I can, and I'll generally try to stick with complete series though there may be some exceptions to this (e.g., reissues in progress that I'm buying). The List of Gamebooks on Wikipedia is a good place to read more about various gamebook series, many of which aren't on my page here.

I also want to mention a few of my favorite resources here. First, Demian's Gamebook Web Page, which has lots of information on tons of gamebooks and thus is a great starting point for basically everything gamebook-related. Fabled Lands Publishing is reissuing a number of older series, helping my grow my collection dramatically in recent years. If you prefer physical books, take a look through their store. Project Aon is another excellent resource, because they have permission to post some of Joe Dever's works (like Lone Wolf) online for free. Ebooks do have their advantages and free is always good, so definitely check out their site.


Lone Wolf

This series was written by Joe Dever, but Gary Chalk co-authored some of the earlier books with him. The general concept is that you play a warrior-monk character, the only student left after an attack by your enemies kills everyone else in the monastery and you want vengeance. While seeking to destroy your enemies, you also manage to save the world a few times; the usual hero stuff. After completing each book, you get to choose a new skill to add to your set for use in the next book. The series can be divided into three sections based on the general skill level of your character (sort of like beginner, intermediate, advanced). Books 1-5 make up the Kai Series, books 6-12 make up the Magnakai Series, and books 13-20 make up the Grand Master Series. While each book is its own story and can be played separately with its own character, part of the fun of this series is taking one character through the whole saga. There's a lot that can be done when the main story takes place over 20 books, plus you can find things in earlier books that will help in later books, so there is some advantage to playing this as one long, connected adventure.

There are actually more than 20 books in the full series, but 21-28 never made it to the USA. These are called the New Order series and you don't play the same Lone Wolf character that you play in the first 20 books; you play a student of the original Lone Wolf instead. Also, for some reason books 13-20 were abridged when printed in the US, and those are the ones I own. If you want to read the books, Joe Dever has generously given permission for Project Aon to post them legally for free on the web, so pay them a visit. They have the original, unabridged UK versions of the books, and I'm glad I can finally see the full adventures I missed out on by only buying the American editions. They're also doing the four-book World of Lone Wolf series, and I've added the World of Lone Wolf blurbs below.

Mongoose Publishing started reprinting this series in summer 2007. According to their news item about it, "the story itself will be an extended 'director's cut' version, extensively rewritten by Joe Dever himself", and the previously unpublished volumes 29-32 were supposed to be printed as well. Unfortunately, as of early 2013, they no longer had the publishing rights, and according to this Project Aon post, Joe Dever has the rights and is seeking to completing the collector's series started by Mongoose. I guess we'll have to see where this goes. For additional information on this series, try Lone Wolf on Wikipedia.

Book 1 -- Flight from the Dark

YOU are Lone Wolf.
In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords.
YOU are the sole survivor. Now you must choose special skills, select weapons and then begin the game, where you make the decisions and fight in combat using the unique number system. You vow to seek revenge against the evil forces.
You must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Make your decisions carefully -- for they can help you succeed in the most fantastic and terrifying journey of your life.
If you survive you may use your skills and weapons in further adventures!

Book 2 -- Fire on the Water

YOU are Lone Wolf -- last of the Kai Lords.
Bitter war rages through your homeland as the evil Darklords of the west lay seige to the capital.
The King has commanded you to retreive the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie ferocious seastorms, the tunnel of Tamalin, and the ghostly death-hulks of Vonotar the Traitor. You must choose your skills and weapons wisely -- for only you can save your land from the devastation of the Darklords.
If you survive you may use your skills and weapons in further adventures!

Book 3 -- The Caverns of Kalte

YOU are Lone Wolf -- last of the Kai Lords.
Shocking news has just reached your homeland that Vonotar the Traitor still lives and now rules over the Ice Barbarians of Kalte. The King has vowed to your people that Vonotar will be brought to justice for his crimes.
But it is a promise that only you can fulfill. You must brave the terrible dangers of the ice kingdom in your quest to capture your most hated foe. But be warned! It is a challenge that will test your skill and endurance to the very limit.
Choose your skills and weapons carefully. If you survive you may use your skills and weapons in further adventures!

Book 4 -- The Chasm of Doom

YOU are Lone Wolf -- last of the Kai Lords.
When a shipment of gold from the mining province of Ruanon suddenly vanishes, the King dispatches a patrol of his best cavalry to investigate the suspected theft. They do not return.
You are sent to recover the missing gold and locate the lost patrol. But you soon discover that it is a mission of direful consequence -- for the fate of your country is at stake! Choose your skills and weapons carefully. If you survive you may use your skills and weapons in further adventures!

Book 5 -- Shadow on the Sand

YOU are Lone Wolf -- last of the Kai Lords.
A voyage to Vassagonia promise an end to the shadow of war. But hopes are soon shattered upon your arrival at Barrakeesh -- a city full of treachery and death.
You are the prey of a sinister foe, who is determined to kill you at all costs. Yet you must persevere in the quest for a lost Sommlending treasure. Choose your skills and weapons carefully, for you are risking your life to win a treasure that contains the secret of your destiny!
If you survive you may use your skills and weapons in further adventures!

Book 6 -- The Kingdoms of Terror

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Civil war rages in Helgedad where your mortal enemies -- the Darklords -- struggle for control of the Black City. You have vowed to restore the Kai to their former glory and now seek the Lorestone of Varetta, a treasure that holds the power and wisdom of your warrior ancestors.
You follow the path of the first Kai Grand Master, a path that takes you deep into hostile lands. But your quest is a race against time, for the Darklords will be hot on your heels as soon as they have crushed the unrest in their city. You must make haste!
Choose your skills and weapons with care -- the future of your country depends on it! If you survive, you may use them in further adventures!

Book 7 -- Castle Death

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
As Kai Master you have vowed to restore Sommerlund and its people to their former glory. Your quest takes you to the strange and fabulous land of Dessi, a world of monsters, demons, and magicians. And, while the powerful sorcerers of Dessi have pledged to help you, they demand a price.
But can a sorcerer's might protect you once you enter Castle Death? Inside likes the key to the wisdom of your ancestors. Though beware, for evil stalks the dungeons of the accursed fortress . . . and none who have entered have lived to tell their tale.
Choose your skills and weapons with care -- the future of your country depends on it! If you survive, you may use them in further adventures!

Book 8 -- The Jungle of Horrors

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
The key to your forefathers' vengeance lies in the terrible jungle swamps of Danarg. There, you must seek the Lorestone of Ohrido, despite the horrors which luck in the foul depths. Guided by a warrior-magician, you set off across the war-torn lands of Talestria on a secret mission. But your quest is endangered when your identity is revealed -- by agents of the Darklords!
Can you survive the assassins of Gnaag, the armies of the Warlord Zagron, and the chaos-creatures of Agarash the Damned? Will you fall pret to their evil schemes . . . or will you defeat them and fulfill your destiny? Choose your skills and weapons with care -- the future of your country depends on it! If you survive, you may use them in further adventures!

Book 9 -- The Cauldron of Fear

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Your bravery and skill have won you many honor. Your quest is the last hope of your people. Word of your adventures has reached the King himself, who has bestowed on you the raqnk of general in the Sommlending army. But your quest continues, even as the Darklords redouble their reign of blood terror.
The next step of your Magnakai quest leads to the Tahou Cauldron, the portal through which you must pass to enter the ancient metropolis . . . and gain control of the Lorestone of Tahou. But even as you approach the city, the Darklord's armored legions lie in wait for your arrival.
Choose your skills and weapons with care -- the future of your country depends on it! If you survive, you may use them in further adventures!

Book 10 -- The Dungeons of Torgar

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
As Kai Master you have faced many dangers, but none like that which stands before you now. The last words of an escaped prisoner of the Darklords spoke of three gems held in the infamous Dungeons of Torgar. They radiate such goodness that the Darklord cannot bear them. His sorcerers work furiously for a means to destroy these gems. It is your mission to recover them, for they are the last remaining Lorestones and the final hope for the Magnakai.
You must travel to the city of Eru, from where Prince Graygor will help you reach the fearful Drakkarim strongold of Torgar. But be swift. For each moment that passes, the Darklord's sorcerers come closer to accomplishing their evil task.
Choose your skills and weapons with care -- the future of your country depends on it! If you survive, you may use them in further adventures!

Book 11 -- The Prisoners of Time

YOU are Lone Wolf -- sole survivor of the Order of Kai.
You are a hair breadth away from completing your mission to reassemble the lost treasure of Sommerlund. The two remaining Lorestones are nearly in your grasp when your arch-enemy Darklord Gnaag sends you plummeting through a portal of eternal night, into the black abyss of the Daziarn Plane.
Never has your destiny been more in doubt. Can you escape the demonic dungeons of this supernatural void? To restore the Kai of their centuries-old power, you must recover the mystical energy of the Lorestones. But before you can save the Kai, you must first ensure your own survival and defeat Gnaag's lurking minions of evil.
Only then may you hope to exit the Shadow Gate and flee its yawning cavern of doom. If you survive you may use your weapons and skills in your final adventure.

Book 12 -- The Masters of Darkness

YOU are Lone Wolf -- the last Kai Master of Sommerlund.
Upon your triumphant return from the twilight world of Daziarn, you discover your mortal enemies -- the Darklords of Helgedad -- are poised to conquer all of Magnamund.
Your mission is yo journey to the infernal city of Helgedad, to the very heart of the Darklords' evil empire. There you must confront the Darklord Gnaag, Archlord of the Black City, in a battle that will determine the future of your entire world. Choose your skills and weapons with care -- if you survive, you will have met the ultimate challenge that awaits you in this exciting and terrifying climax to the Lone Wolf Saga.

Book 13 -- The Plague Lords of Ruel

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Sole survivor of the Order of Kai, you have defeated the Darklords of Helgedad and avenged your ancestors. But now you must battle a silent and sinister killer . . .
The evil Cener Druids of Ruel plan to release a deadly plague virus that will destroy all but their own kind. And only you can stop them . . .
Don't miss the other Lone Wolf adventures! The international bestselling Series -- more than 7 million copies sold worldwide!
Winner of the "Best Game Book of All Time" award from Games Master International

Book 14 -- The Captives of Kaag

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
In the isolated city of Kaag, the broken armies of the Darklords of Helgedad take refuge, doomed warriors exiled from Mangamund. Now you must venture into the black heart of Kaag, to battle a deadly force stirring deep within its dungeons . . .
You alone hold the power to free your friend Banedon from the evil power which commands this fortress of nightmares. If you survive . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner

Book 15 -- The Darke Crusade

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
According to legend, the Doomstone of Darke was the most powerful of all the stones created in the Age of Eternal Night. Now this single gem can save -- or destroy -- the good people of Lencia, who live in the foul shadow of Magnaarn and his troops . . .
You alone can stop the vile and treacherous Mangaarn from unleashing the Doomstone's terrible power. If you can find it first . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner

Book 16 -- The Legacy of Vashna

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
The spirit of Vashna -- the greatest of all the Darklords -- is imprisioned deep within the fathomless reaches of Maakengorge. For centuries, servants of the darkness have tried to summon him to do their bidding, but have always failed . . . until now.
Your quest is to defeat the Darklord's minions before they can complete the resurrections of their master -- if you can survive . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner

Book 17 -- The Deathlord of Ixia

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Once thought lost, the legendary Deathstaff of Naar has resurfaced in the hands of Ixiataaga, the vile Deathlord of Ixia. With such malignant power at his command he can create vast hordes of undead -- and enslave all good citizens of Mangamund . . .
Only you can thwart the mighty Ixiataaga, and destroy the Deathstaff -- if his zombies don't take you first . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner

Book 18 -- Dawn of the Dragons

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Your victory over the Deathlord of Ixia is a bitter one. For in your absence, Naar himself has sent forth a horde of dragons to destroy Sommerlund and lay waste to the New Order of the Kai once and for all. You have no doubts that the New Order are worthy warriors . . . but they are untested. They will need their Grand Master to defeat these evil beasts . . .
Now you alone must stop Naar and his dragons and save your homeland. If you can get there in time . . .
Don't miss the other Lone Wolf adventures!
Gamebook of the Year award winner

Book 19 -- Wolf's Bane

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
Frustrated by the defeat of his minions, the Dark God Naar has plotted a bitter revenge. From the depths of his lair upon the Plane of Darkness, he has created and sent forth an evil champion -- in your very image. Your treacherous twin has left a path of destruction in his wake and has turned your allies against you. Now, you must hunt down and conquer your alter ego -- before he conquers you!
Choose your skills and weapons with care -- if you survive, you will have met the ultimate challenge . . .
Don't miss the other Lone Wolf adventures!
Winner of the Best Game of All Time award from Games Master International

Book 20 -- The Curse of Naar

YOU ARE LONE WOLF -- Kai Grand Master of Summerlund.
The Dark God Naar has acquired the ultimate weapon for his dreadful arsenal. The Moonstone, containing all the power and wisdom of the ancients, has fallen into his hands. With it, Naar's armies of minions will lay waste to peace-loving Magnamund. Now, you must journey to the heart of evil itself -- the throne hall of Naar -- and steal the Moonstone before Naar uses it to destroy the world!
Only you can defeat the vile King of Darkness. You must succeed -- the future of the world is at stake . . .
Don't miss the other Lone Wolf adventures!
Winner of the Best Game of All Time award from Games Master International


World of Lone Wolf

This series was co-authored by Ian Page and Joe Dever, the author of the Lone Wolf series. It's in the same world as the Lone Wolf series and game play is very similar to that series. But here you play the mage/wizard Grey Star and are selecting your skills from a list of different magical powers. It's short series at only four books, but it was pretty good. If I re-read it anytime soon, I'll try to put a better summary of it here. Oh, I've also heard that there are some crosses between this series and the Lone Wolf ones, with people, places, items, and/or events. I never picked up on them, but it could be something worth keeping an eye out for. For additional information on this series, try Lone Wolf on Wikipedia; you can at least check out each book using links at the bottom of the page.

Book 1 -- Grey Star the Wizard

In the world of Lone Wolf, a new hero has arisen -- Grey Star the Wizard. And YOU are Grey Star.
From the core of a raging storm you appeared -- a human child, ship-wrecked and orphaned, a gift of hope to the exiled Shianti sorcerers. Ever since that fateful night, they have raised you as one of their own, teaching you the mysteries of their magic in preparation for an epic quest.
The time has now come. You must find the legendary Moonstone and with its power crush the evil Wytch-king of Shadakine. For only you can save the land of your birth from the cruel grip of his empire. But be warned! Ahead lies a terrifying journey into the unknown, where survival or death confronts you with every turn of the page!
The World of Lone Wolf is an exciting new adventure series in which you, Grey Star, are the hero, you make the decisions, and you fight the combats, using the unique systems and the courage of the Wizard!

Book 2 -- The Forbidden City

You are the wizard Grey Star on a journey to the Forbidden City . . . a land of magic, madness . . . and menace!
You are being pursued by the evil Wytch-king's obedient minions -- the fierce warriors of Shadaki, the terrible phantom spirit known as Deathgaunt, and a dark demon, a Kleasa. To surrender is to perish. Your only hope is the powerful magic of the legendary Moonstone. Find the Moonstone and free the land of your birth from the Wytch-king's savage rule.
Only your magical powers and the might of your Wizard's Staff protect you in your quest, which now leads to Desolation Valley, beyond the Mountains of Morn, to the Shadow Gate and the unspeakable terrors of The Forbidden City.
The World of Lone Wolf is an exciting new adventure series in which you, Grey Star, are the hero. You make the decisions . . . and you fight the combats, using the unique systems and the courage of the Wizard!

Book 3 -- Beyond the Nightmare Gate

You are the wizard Grey Star on a deadly mission beyond your most terrifying dreams -- beyond the Nightmare Gate . . .
Dare you enter a realms of mystery, a world of dark gods and unspeakable demons? For somewhere in this twilight region is the secret of the Moonstone. Only you can find it and with its power throw down the evil Shasarak and save mankind.
Explore a land of living nightmares. Journey across the grey plains of the Neverness, past the fiendish enchantments of the Crystal Tower, and on towards perils undreamed of. Armed only with the Wizard's Staff and the magical spells of the Shianti, you must battle the darkest forces of the unknown -- or perish in the arms of the ultimate evil!
The World of Lone Wolf is an exciting new adventure series in which you, Grey Star, are the hero. You make the decisions, and you fight the combats, using the unique systems and the courage of the Wizard!

Book 4 -- War of the Wizards

You are the wizard Grey Star -- now you must defeat an evil sorcerer in a war of the wizards . . .
Victory is close at hand. The kingdom of the evil Wytch-king Shasarak is about to fall. His foul empire is under siege from brave Freedom Fighters.
Now you must summon your powers for a final battle with the Wytch-king's army and the hordes of supernatural warriors at his command. This is the true test of the powers of your Wizard's Staff, containing the might of the mystic moonstone and the essence of your magic.
The World of Lone Wolf is an exciting new adventure series in which you, Grey Star, are the hero. You make the decisions, and you fight the combats, using the unique systems and the courage of the Wizard!


Fighting Fantasy Reissue Series 1

This series of books was written by multiple authors, but the overall project was led by Steve Jackson and Ian Livingstone, both of whom wrote a number of books. The original Fighting Fantasy series had 59 books in the main line, plus some side series like the four book Sorcery! series. In general, each book is its own unique story, and you play a new character in a new setting in each one. This provides a lot of variety in stories, game play, etc., which is good, but makes it a bit hard to sum up the series. It's really interesting though. Here is a sample of the settings, roles, and unique features in the books I currently own from the Reissue Series 1: classic dungeon crawls (e.g., Deathtrap Dungeon, Trial of Champions), a forest/wilderness adventure (Forest of Doom), a near-future world where 85% of the population was killed in 4 days by a devastating disease (Freeway Fighter), playing a starship captain in charge of a small crew exploring the universe beyond a black hole (Starship Traveller), playing a spell-caster (Citadel of Chaos, the four Sorcery! books), a non-human (Creature of Havoc), the leader of an army (Armies of Death), a super-hero (Appointment with F.E.A.R.), choosing your character's class in D&D fashion (Legend of Zagor), the ability to be literally scared to death (House of Hell). As I haven't read all of them yet, I could be missing some other interesting points, but this should give you the general idea. I think this series is definitely worth a look, especially if you prefer one-book games to multi-book series. Some books are sort of sequels to earlier ones, but are still very stand-alone; you don't carry the same character through them.

Icon Books was reprinting the original Fighting Fantasy gamebooks, though not in the original order and with the Sorcery! books incorporated into the main line. These are the editions I own and where the blurbs below come from. Unfortunately, they never reprinted all of the books from the original series. There was a second set of reissues, but most of the books there were also in this first set of reissues. As far as I know, the only exceptions are Blood of the Zombies, Stormslayer, and Night of the Necromancer which were only in the second set of reissues and none of which were in the original FF series. Should I get these books, I'll probably add them here at the end with a note that they were from the second set of reissues rather than make a new section for them. For additional information on this series, try Fighting Fantasy on Wikipedia and Sorcery! on Wikipedia.

Book 1 -- The Warlock of Firetop Mountain

Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock -- or so the rumour goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlock's hoard. None has ever returned. Do YOU dare follow them?
Your quest is to find the Warlock's treasure, hidden deep within a dungeon populated with a multitude of terrifying monsters. You will need courage, determination and a fair amount of luck if you are to survive all the traps and battles, and reach your goal -- the innermost chambers of the Warlock's domain.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 2 -- The Citadel of Chaos

Deep inside the Citadel of Chaos, the dread sorcerer Balthus Dire is plotting the downfall of the good folk of the Vale of Willow. His battle plans are laid, his awesome army equipped, and attack is surely imminent.
Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope. As star pupil of the Grand Wizard of Yore and a master sorcerer yourself, you must strike at the very heart of Balthus Dire's nightmare world. Though you command many powerful spells, the quest may be deadly, for who knows what creatures lie in wait in the Citadel of Chaos?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 3 -- Deathtrap Dungeon

Down in the dark twisting labyrinth of Fang, unknown horrors await you. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps and bloodthirsty monsters, which will test your skills almost beyond the limit of endurance.
Countless adventurers before you have taken up the challenge of the Trial of Champions and walked through the carved mouth of the labyrinth, never to be seen again. Should you come out of the labyrinth alive, you will be wealthy beyond your dreams. Do YOU dare enter?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 4 -- Creature of Havoc

Evil is festering in Trolltooth Pass. The necromancer Zharradan Marr is close to stealing the secrets of Elven magic which would make him invincible. Nothing could then prevent his legions of Chaos from taking over the whole of Allansia . . .
But what do you know or care about all this? In this unique adventure, YOU are the Creature of Havoc, a monstrous beast with a taste for fighting. Ruled only by hunger and rage, you have no knowledge of your past or destiny. If you survive, you may begin to control your bestial nature and learn your true purpose, but success is by no means certain, for the traps and terrors of Trolltooth Pass are many . . .
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 5 -- City of Thieves

Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer, and the merchants of Silverton turn to you in their hour of need.
Your mission takes you along dark, twisting streets where thieves, vagabonds and creatures of the night lie in wait to trap the unwary traveler. And beyond lies the most fearsome adventure of them all -- the tower stronghold of the infamous Zanbar Bone! Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 6 -- Crypt of the Sorcerer

An ancient evil is stirring in the bowels of the earth, and the land is blighted. After being entombed for one hundred years, the necromancer Razaak has been re-awoken and is poised to fulfill his promise of death and tyranny. His army of undead are at large across Allansia, bringing death and destruction to all who resist.
It is up to YOU to find the only weapon to which Razaak is vulnerable -- his own magic sword! Only then might you survive the dangers that await you in his evil lair -- the Crypt of the Sorcerer!
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 7 -- House of Hell

Stranded miles from anywhere on a dark and stormy night, your only hope of refuge is the strange, ramshackle mansion you can see in the distance . . .
But entering the House of Hell hurls you into an adventure of spine-chilling and blood-curdling terror. The dangers of the torrential storm outside are nothing compared to the nightmarish creatures that await you within its gruesome walls.
Be warned! You must try to keep your fear under control -- collect too many FEAR points and you will die of fright. Can you make it through the night without being scared -- to death?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 8 -- Forest of Doom

Only the foolhardy would risk an encounter with the unknown perils that lurk in the murky depths of Darkwood Forest. Yet there is no alternative, for your quest is a desperate race against time to find the missing pieces of the legendary Hammer of Stonebridge -- fashioned by Dwarves to protect the villagers of Stonebridge against their ancient doom.
Warned of the monstrous creaturs that lurk in Darkwood's tangled forest, you must first find Yaztromo, the master mage, whose magic may help protect you. But time is short. Can you restore the Hammer before the Trolls destroy Stonebridge for ever?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 9 -- The Shamutanti Hills (Sorcery! 1)

Based on the best-selling Fighting Fantasy gamebook system, The Shamutanti Hills is Book One in Steve Jackson's Sorcery! series. Your epic quest will take you across the mysterious hills to the cityport of Khare, but only if you outwit the creatures, traps and wizardry you encounter along the way.
Play as either a warrior or a wizard. If you choose wizardry, your survival will depend on your knowledge of the Sorcery! Spell Book's darkest secrets. With many other unique features to discover, Sorcery! is a true challenge for the novice and veteran adventurers alike.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 10 -- Caverns of the Snow Witch

On the trail of a hideous creature that is terrorising the northern trade routes, you find its last victim -- still alive, but barely. With his dying breath he lays a great burden on your shoulders.
After years of searching he has found the entrance to the Crystal Caves of the evil Snow Witch, high up in the Icefinger Mountains. She must be destroyed before her dark powers bring Allansia under her dominion for ever. But time is running out. Can you slay the vile Snow Witch before she becomes all powerful?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 11 -- Khare -- Cityport of Traps (Sorcery! 2)

Arriving from the Shamutanti Hills, you must find your way through the dread cityport of Khare. As a sword-wielding warrior or a magic-using wizard, the choices you make will determine whether you succeed or fail. For YOU are the hero of this fantastic adventure.
Khare -- Cityport of Traps is Book Two of Steve Jackson's Sorcery! epic, based on the best-selling Fighting Fantasy gamebook system. Each book in the Sorcery! series is a complete adventure -- you don't need to have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 12 -- Trial of Champions

At last -- a return to Deathtrap Dungeon
The warped, twisted mind of Baron Sukumvit has completely redesigned the deadly labyrinth of Fang. New traps and terrors, mazes and monsters, await you at every turn. And even before you can enter the labyrinth, you must endure the gladiatorial games of Lord Carnuss, the Baron's evil brother, whose unwilling slave you are. Can you survive this Trial of Champions and free yourself from slavery?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 13 -- The Seven Serpents (Sorcery! 3)

Seven serpents with elemental powers speed ahead of you, intent on warning the evil Archmage of Mampang of your quest to rescue the Crown of Kings. Can you slay all seven before they reach him?
The Seven Serpents is Book Three of Steve Jackson's four-part Sorcery! epic, based on the best-selling Fighting Fantasy gamebook system. Play as either a sword-wielding warrior or a spell-casting wizard. Each Sorcery book is a complete adventure -- you don't need to have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 14 -- Armies of Death

Can YOU defeat the nightmare army of the undead?
Agglax the Shadow Demon is amassing an army of undead warriors to conquer Allansia. Having survived the perils of Deathtrap Dungeon you set off from Fang with over two hundred veteran soldiers to fight his army. But the Shadow Demon is not of this world and special powers are needed to destroy him. And the longer you spend searching for these powers, the stronger he will become.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 15 -- The Crown of Kings (Sorcery! 4)

The legendary Crown of Kings is at last withing your grasp -- or is it? At the end of your long trek, you face the unknown terrors of Mampang Fortress. But beware! For if you have not defeated the seven serpents, your arrival has been anticipated . . .
The Crown of Kings is the dramatic conclusion to Steve Jackson's four-part Sorcery! epic, based on the best-selling Fighting Fantasy gamebook system. Play as either a sword-wielding warrior or a spell-casting wizard. Each Sorcery! book is a complete adventure -- you don't need to have read a previous book to move on to the next.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 16 -- Return to Firetop Mountain

Ten years on and Zagor lives!
The diabolical reign of the evil sorcerer, Zagor, was ended ten years ago by a heroic adventurer who braved the countless perils of Firetop Mountain. By the power of dark sorcery, the crazed wizard has returned from the dead and intends to wreak his revenge upon all Allansia. Now YOU must enter the terrifying labyrinth and defeat once and for all the Warlock of Firetop Mountain!
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 17 -- Island of the Lizard King

Kidnapped by a vicious race of Lizard Men from Fire Island, the young men of Oyster Bay face a grim future of slavery, starvation and a lingering death. Their new master is the hideous Lizard King, who holds sway over his land of mutants by the dark powers of black magic and voodoo.
Asked by an old friend to rescure the suffering prisoners, YOU decide to sail to Fire Island to end the tyrrany of evil.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 18 -- Appointment with F.E.A.R.

Tough, courageous, incorruptible champion of law and order, YOU are the Silver Crusader, using your super powers to protect the innocent citizens of teeming Titan City from the terrorism, violence, kidnapping and corruption of a host of super-villians. Your mission is to discover the location of the top-secret F.E.A.R. meeting, capture the Titanium Cyborg and his gand and bring them to justice.
Your choice of super power will affect the course of your mission. There are Hero Points to be won and lost, clues to follow, dancers to face and horrific villians to fight.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 19 -- Temple of Terror

The dark, twisted power of the young Malbordus is reaching its zenith. All he needs now is to retrieve the five dragon artefacts which have been hidden for centuries in the lost city of Vatos, somewhere in the Desert of Skulls.
Each day that passes brings him closer to them and only YOU can stop him! YOUR mission is to reach the lost city before Malbordus and destroy the treasure he seeks. But beware! Each step you take leads you closer to your doom...
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 20 -- Legend of Zagor

Zagor! The very name of the Warlock of Firetop Mountain strikes terror into all who hear it. Banished from the world of Titan, the sorcerer is slowly but surely regaining his strength. Within Castle Argent, in the kingdom of Amarillia, Zagor has been transformed into a demon.
Such is his power, he must be destroyed. There are several adventurers willing to volunteer -- mighty Anvar the barbarian, the warrior Braxus, Stubble the dwarf, Sallazar the wizard -- but only one will be chosen. Are YOU that hero?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 21 -- Eye of the Dragon

In a tavern in Fang, a mysterious stranger offers YOU the chance to find the Golden Dragon, perhaps the most valuable treasure in all of Allansia. But it is hidden in a labryinth beneath Darkwood Forest and is guarded by the most violent creatures and deadly traps.
To begin your quest YOU must drink a life-threatening potion, and to succeed you must find maps, clues, artefacts, magic items, jewels and an imprisoned dwarf.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.
P.S. -- This book was not part of the original series. According to Demian's page for this book, it's an adaptation of a mini-adventure from the Dicing with Dragons series. So it's a new book based on existing material.

Book 22 -- Starship Traveller

Sucked through the Seltsian Void, a black hole deep in space, the starship Traveller emerges at the other side into an unknown universe.
YOU are the captain of the Traveller and her fate lies in your hands. Will YOU be able to discover the way back to Earth from the alien peoples and planets you encounter, or will YOU and your crew be doomed to roam uncharted space forever?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 23 -- Freeway Fighter

In 2022 the world's population was virtually wiped out by a lethal germ. YOU are one of the few survivors living in the fortified town of New Hope. Outside roam the lawless new barbarians -- death and destruction is their way of life.
YOUR mission is to drive to San Anglo and bring back vital supplies. Even in the armour-plated Interceptor, with its machin guns and rocket launcher, the journey will be very dangerous. Do YOU have what it takes to survive?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 24 -- Talisman of Death

The once-peaceful world of Orb is in terrible danger. Dark forces are at work to unleash the awesome might of the Evil One -- and only YOU can stop them.
YOUR mission is to destroy the Talisman of Death before the dark lord's minions reach you. But beward! Time is running out...
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 25 -- Sword of the Samurai

The land of Hachiman is in grave danger. The Shogun's control is slipping. Bandits roam the land freely and barbarian invaders have begun to raid across the borders. All this because the Dai-Katana -- the great sword, Singing Death -- has been stolen from the Shogun.
YOU are the Shogun's champion, a young Samurai. Your mission is to recover this wondrous sword from Ikiru, the Master of Shadows, who holds it hidden deep in the Pit of Demons.
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 26 -- Bloodbones

The dreaded pirate-lord Cinnabar, scourge of the twelve seas, plagued the seafarers of the Old World in a bloody reign of terror until a brave adventurer put an end to his evil. But now he is back from the dead, seeking revenge, with the dark powers of voodoo at his command.
YOU have your own score to settle -- Cinnabar murdered your family when you were a child. Only YOU can end the horrific slaughter by destroying the pirate captain and his crew of cutthroats. Come hell or high water Bloodbones must be stopped!
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.
P.S. -- This book was planned to be book 60 in the original series, but wasn't published until more recently in this reissue series. Its appearance as a brand new story is definitely welcome.

Book 27 -- Curse of the Mummy

Helping an eccentric archaeologist unearth an ancient tomb in the Desert of Skulls seems like an easy task for a heroic adventurer like YOU. But when that tomb turns out to belong to Akharis -- a legendary ruler from a previous age -- and when you discover some of his followers are trying to return the evil pharaoh to life, YOU must act quickly.
Soon you will have to learn the true meaning of the Curse of the Mummy! It will take a real hero to defeat Akharis and win the treasure. Dare YOU take on the challenge?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 28 -- Spellbreaker

The beast is loose! Rassin Abbey has guarded its arcane treasures for centuries. But when their Black Grimoire is stolen, the land of Ruddlestone is plunged into a crisis of epic proportions. For the ancient book holds the key to the legendary Casket of Shadows -- and the evil imprisoned within it. Should it be opened, the Infernal Beast will be unleashed to wreak its terrible carnage across the Old World.
On the night of Shekka's moon, scant days away, this will surely come to pass. Unless, that is, one brave hero can retrieve the Black Grimoire in the nick of time -- a hero like YOU!
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

Book 29 -- Howl of the Werewolf

Lupravia is a cursed land; a chill place of snow-capped mountains, brooding forests and mist shrouded moors, haunted by the spirits of the restless dead. Only the foolhardy or insane would enter that benighted realm of predators.
But enter you must, after a vicious wolf attack sets you on the path to murder and madness. Steadily succumbing to the beast within, YOU must seek out a cure to your condition before the next full moon. But how long can you survive in a land where all live in fear of the Howl of the Werewolf?
Part story, part game, this is a book with a difference -- one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.
P.S. -- This is a new book, and as far as I know, it's completely new (not based on previous material, and not planned but unpublished until now).


Fabled Lands

From what I read, these were some of the last gamebooks published (as Quest in the US), originally released around 1995 or so and authored by the team of Dave Morris and Jamie Thomson. They're in the RPG style (my preferred type), but they have the rather unique feature that each book covers a certain geographic area of the game world. In each book, when you reach a border between areas, you'll be directed to turn to a certain reference in another book. If you don't have that book, you can't go there, so you just turn back and make another choice instead. It's basically an open-world game. You can pretty much do whatever you want in an attempt to raise your level, gain wealth, fame, etc. Another interesting feature is that it uses check boxes to track how often you visit some locations, and sometimes events change on repeat trips to the same location. It also uses codewords to remember some events that take place or quests that you accept. As your character travels around the world, these check boxes and codewords sort of serve as his/her memory. There are six different character classes to choose from, each with its own strengths and weaknesses, and together with the non-linearity of the books, they have great replay value.

Unfortunately, this series was planned to be 12 books long, but only the first 6 books were published. This is much more devastating for this series than other, unfinished series because of how connected the books are. Effectively, around half of the game world is inaccessible; somewhere I've seen it likened to a regular book missing half of its chapters. A sad ending to what I've read many consider to be one of the best gamebook series out there. However, books 1-6 have been reprinted and are available at Fabled Lands Publishing. A successful Kickstarter campaign by Megara Entertainment has funded the creation and publication of book 7, so that's coming, and I've read that there may be a follow-up paperback by Fabled Lands Publishing, which is good news. I don't know if all of books 7-12 will eventually be produced, but we'll see. Hopefully the authors will at least be able to tie up any possible loose ends if they can produce another book or few. For additional information on this series, try Fabled Lands on Wikipedia.

Book 1 -- The War-Torn Kingdom

Set out on a journey of fabulous adventure in lands to stagger your imagination.
In The War-Torn Kingdom, revolution rages in Sokara. You can join forces with the King to restore his throne -- or look for profit in the pay of the dictator, General Marlock.
Use fighting skills or sorcery, bribery or skulduggery to survive the assassins in the city backstreets. Descend to the sewers of Yellowport to defeat the vile rat-king, Skabb. Retrieve the golden net of the gods from the Repulsive Ones deep beneath the sea -- an use the rewards of your victories to travel beyond the boundaries of the known world.
Choose for yourself what role to play, where to go and what to do. Your journeys will bring you foes and friends, danger and triumph, fortune and fame -- and more adventures that you have ever dreamed of.
Here is role-playing as you've never known it before -- in the perilous world of the Fabled Lands.

Book 2 -- Cities of Gold and Glory

Set out on a journey of fabulous adventure in lands to stagger your imagination.
In Cities of Gold and Glory you can sail the high seas to Golnir's distant ports. As a warrior, plunder ancient treasures and do battle with the legions of darkness in the hall of the death-god Nagil. As a spy, penetrate the labyrinth of lies and sinister secrets of the scheming merchants of Metriciens. As a sorcerer, barter in mysteries, spells and ancient lore with the immortal wizard Estragon. Amass wealth, honours and power that will take you on voyages to uncharted regions.
Choose for yourself what role to play, where to go and what to do. Your journeys will bring you foes and friends, danger and triumph, fortune and fame -- and more adventures that you have ever dreamed of.
Here is role-playing as you've never known it before -- in the perilous world of the Fabled Lands.

Book 3 -- Over the Blood-Dark Sea

Set out on a journey of fabulous adventure in lands to stagger your imagination.
Over the Blood-Dark Sea lie countless islands steeped in mystery. Every port brings peril -- from the half-wild settlements on the edge of Ankon-Konu to the forbidden cloisters of the sorcerer's colleges of Dweomer. Every voyage means danger -- from bloodthirsty pirates and haunted ships, from sea monsters and sunken realms.
You can choose to be a daring explorer in search of conquests, treasures and power. Or a magical savant, invoking the secrets of the ancients to annihilate your foes. Or you can amass a fortune as a merchant, trading in spices and gold from the Sea of Hydras to the Innis Shoals.
Choose your destiny -- what role to play, where to go and what to do. Decide for yourself how to tackle the perils of the sea, and reap the rewards that will carry you on to even greater adventures in the fantastic role-playing world of the Fabled Lands.

Book 4 -- The Plains of Howling Darkness

Set out on a journey of fabulous adventure in lands to stagger your imagination.
Explore The Plains of Howling Darkness, where barbaric nomads attack all who enter their deadly wilderness. Where legendary prizes await the adventurer who can release the High King from his frozen tomb. Where a city of ghosts guards the Shadar's treasure vaults. Where the secret of immortality is contained in the ancient evil of Kaschuf the Deathless...
Fantastic quests and hideous dangers await travellers in this savage land. You can choose to be a warrior, using weapons and combat skills to strike down all opponents. Or a mystical mage, skilled in sorcery. Or a clever rogue, acquiring wealth by theft and trickery.
Your destiny is in your own hands and there are no limits on your imagination. Success will bring the rewards that will lead you to still greater exploits in the amazing role-playing world of the Fabled Lands.

Book 5 -- The Court of Hidden Faces

Set out on a journey of fabulous adventure in lands to stagger your imagination.
At The Court of Hidden Faces, no one is who they seem. The sinister lords of the Uttakin go masked to hide their treachery. The secret police of the god Ebron kill those who flout their fanatical codes. In this tyrannical realm of betrayal and assassination, life is cheap. But rich rewards await the adventurer courageous enough to penetrate this hostile land.
Will you uncover the secrets of the High King's citadel, where no mortal has trod for ten generations? Or wrest the holy sword from the crypt of Kizil Irmak, the Harbinger of War? Or find the key that unlocks the greatest secret of all -- the means to open the Gate of Time and travel back into the past?
Your fate is in your own hands. You choose your skills, your goals, where you will venture and what you will do. The only limit is your imagination.
The choices are all yours. And success will give you the powers to venture ever deeper into the amazing role-playing world that is Fabled Lands.

Book 6 -- Lords of the Rising Sun

Set out on a journey of fabulous adventure in lands to stagger your imagination.
The Lords of the Rising Sun rule the exotic kingdom of Akatsurai. But proud warrior clans constantly seek to overthrow them. In the turmoil of war, there are countless opportunities for a quick-witted adventurer. Will you spy for the Shogun? Become one of the Sovereign's chivalrous knights? Or just play one side against the other in your pursuit of riches and power?
Track down the elusive, raven-winged Tengu to learn the secret arts of sorcery and swordplay. Defeat the vampires, skilled in martial arts, who guard the Lost Tomb of the Necromancer. Enter the dreadful cloisters of the Noboro Monastery, where you will fight the most dangerous opponent of all -- yourself.
A thousand quests await you and every decision is in your hands. Be whoever you choose, go anywhere you please, do anything you want. The only limit is your imagination.
The choices are unlimited, the adventures endless, in the fantastic role-playing world of the Fabled Lands.

Book 7 -- The Serpent King's Domain

Thanks to a successful Kickstarter campaign, this new book will be produced. It was originally expected around June 2016, but has been delayed. While Megara Entertainment, who is publishing this book, hasn't committed to additional books, they have said that "Future books...are a possibility!" I'm optimistic that they will run more campaigns for more new books, so keep an eye out for them and make sure you pledge your support. Maybe eventually we'll be able to get all six missing books published and the series will finally be complete as it was originally intended.


Blood Sword

A five-book series by Dave Morris and Oliver Johnson, what makes these books interesting is that they're designed to allow up to four people to play together simultaneously by taking a unique character through the books, much like traditional RPGs would. The more people involved, the less powerful each one is individually, so that the total of the party's ranks is roughly constant. There are also tactical maps that are used during combat sequences, where positions of the players and enemies on the maps affect what actions can be taken when. Additionally, some sections of the story may be aimed at specific characters, in which cases the players in those roles might obtain information that they are not required to read aloud to the rest of the party. You can also play through this series with the same set of player characters, carrying them between books, Lone Wolf style. Although I haven't read the series yet, my overall impression from what I do know is that it leans much more towards being an RPG than many other gamebooks. The blurbs below are from the reprints, available from Fabled Lands Publishing. These are probably some of the largest gamebooks I've seen, too; the first four are currently available and each has at least 540 sections. Although currently incomplete, the final book is supposed to be reissued eventually. See the Fabled Lands blog post on Blood Sword 5 by Dave Morris for more on this topic. For additional information on this series, try Blood Sword on Wikipedia.

Book 1 -- The Battlepits of Krarth

Every thirteen lunar months the Magi of Krarth hold a desperate contest to see which of them will rule that bleak and icy land. Teams of daring adventurers are sent down into the labyrinths that lie beneath the tundra, each searching for the Emblem of Victory that will win power for their patron.
Only one team can prevail. The others must die.
Blood Sword can be played either solo or in a team of up to four people, providing the most exciting challenge yet in fantasy adventures, combining the best of role-playing, gamebooks, novels and boardgames.

Book 2 -- The Kingdom of Wyrd

The Warlock King holds the land of Wyrd in thrall. His tyrannized subjects live in perpetual fear, knowing that he can see into their dreams and kill them while they sleep.
But now an ancient prophecy has brought outsiders from beyond the shores of Wyrd. You seek the lost hilt of the Sword of Life. To claim it you must find the Palace of Eternal Dusk and there confront the Warlock King.
It is a struggle while will test the limits of your courage and skill, for the nightmares you face will be shaped from the darkest corners of your own subconscious mind.
Blood Sword can be played either solo or in a team of up to four people, providing the most exciting challenge yet in fantasy adventures, combining the best of role-playing, gamebooks, novels and boardgames.

Book 3 -- The Demon's Claw

To recover the final fragment of the Sword of Life, you are forced to make an uneasy alliance with the exiled prince who seeks its twin, the Sword of Death.
You must embark on a ship that voyages between worlds, face jinn and fire wizards, and content against the still-powerful remnants of forgotten gods -- until your ultimate destination, the very gates of Life and Death, where you come face to face with your greatest foe.
Blood Sword can be played either solo or in a team of up to four people, providing the most exciting challenge yet in fantasy adventures, combining the best of role-playing, gamebooks, novels and boardgames.

Book 4 -- Doomwalk

The True Magi are gathering their powers. Soon the moment of their reincarnation will be at hand.
One weapon has the power to slay them: the Sword of Life. But it has been seized by your arch-enemy and taken to a place beyond the reach of the living.
And so you set forth on your most desperate adventure. To recover the Sword of Life, you must travel to the land of the dead.
Blood Sword can be played either solo or in a team of up to four people, providing the most exciting challenge yet in fantasy adventures, combining the best of role-playing, gamebooks, novels and boardgames.

Book 5 -- The Walls of Spyte

Hopefully coming soon!


Critical IF

Another Dave Morris series available thanks to reissues by Fabled Lands Publishing, these are revised editions of books previously published as the Virtual Reality series, which had six books. Since only four have been republished, maybe the other two will be as well. I'm not sure, but since the Critical IF books aren't numbered, I decided to add what I currently own. It looks like each book is its own independent story, more like Fighting Fantasy, and you don't carry the same character through multiple books, as in Lone Wolf. Without book numbers, I've listed them here in the order Demian's Gamebook Web Page does. The game rules here seem a bit simplified: the usual health, money, and inventory factors are there, as well as code words similar to Fabled Lands as a form of memory that influences the story paths, but a user-chosen set of four skills (of twelve available) seems to take the place of more specific character stats. There's no mention of dice or random rolls or such, and it looks like the possession or non-possession of skills (or items) is what decides which overall paths are available to the player. One book mentions having nearly 500 character types you can play, which is true: there are 495 ways you can pick 4 skills from a set of 12 if you do the combination calculation. A few options are given as starting characters if you'd rather use one of them than spend time creating your own. For additional information on this series, try Virtual Reality on Wikipedia; there isn't much there though.

Heart of Ice

It is the dawn of the 24th century and the Earth is dying. Gaia, a satellite array designed to repair the effects of global warming, is out of control. A new Ice Age tightens its inexorable grip on the planet. Humanity is on the edge of extinction.
Mankind's last hope is the Heart of Volent, a strange meteorite which ahas already brought mutations and chaos to the world. Legend says that the one who finds it shall wield the power to reshape the universe.
As the ice sheets spread and the world slides towards the brink, you and a handful of bitter rivals compete in the race for the Heart. Only one can win. Are you ruthless and resourceful enough to claim the ultimate prize?

Down Among the Dead Men

War is brewing between the kingdoms of Glorianne and Sidonia, a war waged for control of the territories of the New World. Galleons laden with gold ply the seas, and in their wake sail pirates and privateers eager for plunder.
Adrift in an open boat, you make your desperate bid to escape from the sadistic Captain Skarvench. The odds are stacked against you. Even if thirst, hunger and storms don't kill you, there are still formidable dangers to overcome in crossing hundreds of miles of uncharted ocean to reach safe harbour.
Put yourself at the heart of the story. Be anyone you can imagine. Choose from almost five hundred different character types, each with their own unique skills. Strong stories, vivid settings and compelling characters make Critical IF the game-changer of the interactive fiction genre.

Necklace of Skulls

The sole survivor of an expedition brings news of disaster. Your twin brother is lost in the trackless western sierra. Resolving to find out his fate, you leave the safety of your home far behind. Your quest takes you to lost jungle cities, across mountains and seas, and even into the depths of the underworld.
You will plunge into the eerie world of Mayan myth. You will confront ghosts and gods, bargain for your life against wily demons, find allies and enemies among both the living and the dead. If you are brave enough to survive the dangers of the spirit-haunted western desert, you must still confront the wizard called Necklace of the Skulls in a deadly contest whose stakes are nothing less than your own soul.

Once Upon a Time in Arabia

You have made a deadly enemy. Jafar, advisor to the Caliph, plans a coup that will put him on the throne of Baghdad. You are the only one who can warn the Caliph, but who will listen to a penniless adventurer? Especially as Jafar's assassins are scouring the city to find you.
You go in search of the fame and fortune that will give you the means to expose Jafar's treachery. Your travels take you to ghoul-haunted oases, magical palaces, lost cities of gold, and uncharted isles full of mystery and danger. Threatened by bandits, fire wizards, thieves and fearsome creatures, you must risk all in your determined quest to save the kingdom.
P.S. -- According to the author, this was titled Twist of Fate when it was originally published in the Virtual Reality series.


Golden Dragon

Thanks again to Fabled Lands Publishing for another set of reissues, with books written by either Dave Morris or Oliver Johnson. All six of the original books have been republished, but only five were listed at the link above the last time I checked it; try searching around for the sixth book (it's out there). Since they're not numbered, I'm listing them in the order of the original series as given on Demian's Gamebook Web Page. I have to say that these may be the slimmest gamebooks I've seen, at least of ones with RPG-style rules. Each book is about 300 sections long, so it's not as if they're necessarily lacking content (many RPG-style gamebooks seem to target ~400 sections, in my experience). The books are just thin; one doesn't even have the title, etc. on the spine. From what I see on skimming, the rules seem to resemble Fighting Fantasy, but might be a little simpler, and each book is its own individual story. I'll try to write more later when I've had a chance to play the books or at least look at them more closely.

Crypt of the Vampire

In the middle of a lonely wood, as night falls, you come upon a half-ruined mansion where dwells the undead Lord Tenebron among his servitors -- depraved mortals, creatures of darkness, and luckless adventurers enslaved to his will.
Your only hope of escape is to prevail against the dangers that beset you and battle your way to the very heart of the catacombs. There, in the deepest chamber of the vampire's crypt, you must face him and try to end his reign of terror for all time.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!

The Temple of Flame

Far below the lost temple of the ancient god Katak, you and your evil foe Damontir the Mad act out a deadly game. You stalk one another through the silent tunnels where no living thing has trod in centuries, both seeking the priceless gold idol of the flame god.
With skill and darking and a little luck, you can overcome the traps and monstrous beings that stand between you and your goal. But then you must face Damontir in a might conflict to decide who will emerge victorious into the light of day and who will remain in the silent darkness forever.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!

The Lord of Shadow Keep

The land lies in the grip of fear. The king is helpless, withered and aged by evil magic. Arkayn Darkrobe, fell Lord of Shadow Keep, rules the country now with necromancy and vile cunning. You are the greatest of the Paladins. You journey through danger and darkness to face the Lord of Shadow Keep. If you cannot overcome his spells and slay him, all is lost!
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!

The Eye of the Dragon

It should have been a simple mission. You were sent to bring back the fabled Eye of the Dragon from the half-submerged ruins of Thalios. But you arrived to find an earlier expedition destroyed, and eerie dwellers of an oceanic realm stalking the ancient avenues. As night falls, you must evade their patrols and link up with the survivors of the expedition. Everything depends on your courage as a Warrior and your skill as a Mage.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!

Curse of the Pharaoh

Somewhere, half-buried by the drifting sands of the desert Khem, lies the pyramid tomb of the Lost Pharaoh. Great wealth and magical power await its discoverer.
You search the bazaars of the city for a guide, your footsteps dogged by would-be assassins. You battle against the burning sun to reach your destination. There you meet the deadliest obstacle of all -- not in the dark passageways filled with fatal traps, nor in the undead mummy guards, but in the curse of the Pharaoh, which no one has ever survived.
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!

The Castle of Lost Souls

Beyond the hills and haunted swamps towards the sunset lies the grim castle of the arch-fiend Slank. For centuries this demon has plundered the souls of mortal men, gathering them to his terrible abode to dwell in eternal torment. Now the secret magic that can destroy Slank is known at last. You agree to undertake this perilous adventure -- but can you rid the world of the demon's dark shadow, or are you destined to become his latest victim?
This is fantasy adventure with a difference: YOU are the hero! A pencil, an eraser and two dice are all you need to embark on your quest. Success and vast riches -- or failure and savage death -- will depend on the decisions you make!


Falcon

Fabled Lands Publishing comes through with yet another set of reissues, this time of books written by Jamie Thomson and Mark Smith. These are in the process of being reissued, but I do believe they will all be reprinted eventually, so I've added what I have now and plan to add new books they're released and as I get them. Since they're not numbered, I'm listing them in the order of the original series as given on Demian's Gamebook Web Page. About all I know of these books right now is that they involve time travel, but it seems like an interesting series. Quickly skimming the one book I own, I see that it also gives you a score based on the choices you make (at least in Book 1), and once you finish the book, a chart at the back lets you total up your points and see how close you came to making the best decisions. I'll try to write more later when I've had a chance to play the books or at least look at them more closely.

The Renegade Lord

Race Against Time
It's 3033 AD. You're a special agent -- codename Falcon -- working for TIME. You've been personally selected to pilot a time machine on a perilous journey into the unknown. Your mission: to stop the renegade Time Lord whose meddling with the past is threatening to throw the timelines of future history into total chaos. Your quest will take you deep into the tumult of bygone days, and your only weapon will be your blaster and the powers of your mind with which you -- and you alone -- can change the destiny of mankind.

Mechanon

Hopefully coming soon!

The Rack of Baal

Hopefully coming soon!

Lost in Time

Hopefully coming soon!

The Dying Sun

Hopefully coming soon!

At the End of Time

Hopefully coming soon!


The Way of the Tiger

Fabled Lands Publishing brings yet another series of gamebooks back via new reissues. This one is written by Mark Smith and Jamie Thomson, and the revival of them in recent years has added a prequel Book 0 and a sequel Book 7. About all I know of these books right now is that they have a ninja theme and it looks like you can carry the same character through the whole series. It seems like an interesting series. I'll try to write more later when I've had a chance to play the books or at least look at them more closely. For additional information on this series, try Way of the Tiger on Wikipedia.

Book 0 -- Ninja

'I will vanish into the night; change my body to wood or stone; sink into the earth and walk through walls and locked doors. I will be killed many times, yet will not die; change my face and become invisible, able to walk among men without being seen.'
This is the covenant of a ninja of the Way of the Tiger, taught to you by slain foster-father Naijishi. Before you were ever known as Avenger, before your quest for vengeance would change the world of Orb, you were to face great evil in the idyllic Island of Plenty.
You are the youngest of five Initiates of Inner Circle challenging to become Grandmaster of the Five Winds. Your journey will lead you from ancient cities, across towering mountains, and into wild forests. There is evil stirring in these lands, determined to destroy you and your allies, and it shall turn your challenge into the greatest ordeal you have yet faced.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemy, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?
Note: This is a new prequel to the original six-book series.

Book 1 -- Avenger!

You are Avenger, a ninja trained in the Way of the Tiger, a lethal master of unarmed combat who must confront ultimate evil to avenge the death of your foster-father.
Your foster-father's assassin has stolen the scrolls of Kettsuin. Now, the secret word of power could be used to imprison the great god Kwon in Inferno forever -- unleashing the forces of evil throughout the world of Orb. Your quest is to find the assassin before he reaches the Pillars of Change. The fate of Orb depends on your deadly skills and cunning.
THE WAY OF THE TIGER is the eighties gamebook adventure classic now revised and expanded for a new generation of fans. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use as your quest progresses.
Are you ready for the Way of the Tiger?

Book 2 -- Assassin!

'There is little time now, Avenger, for the gods of evil move against us still. You must return the Scrolls of Kettsuin to their rightful place at the Temple of the Rock on the Island of Tranquil Dreams, but your journey will be beset with dangers...'
The words of your god Kwon still echo in your ears. Courage and skill have rewarded you greatly. You alone were able to recover the stolen scrolls of Kettsuin, guardian of the secret word of power. You alone have defeated the assassin. But now you have a new mission. You must escape your vengeful enemies and flee the mainland to return the scrolls to their rightful place. It is a long and dangerous journey -- for he agents of the gods of evil will pursue you until death.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?

Book 3 -- Usurper!

'Who has usurped the land of your birth? Who has denied you the chance to raise children? Who has taken everything you ever had?'
'And who will give these things back to you? No one. You must take what is yours by birthright.'
You have vanquished forces of evil which have long conspired against you and your people. Now, at long last, the Grandmaster of the Dawn reveals the closely-guarded identity of your dead father. The truth is joyous yet disturbing. For your birth father was King of Irsmuncast -- a title which you have inherited. But your legacy sits upon the brow of the cruel Usurper. And now your mission is clear. You must topple his reign of terror and rightfully claim the crown as your own!
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?

Book 4 -- Overlord!

'The reign of your father the Loremaster. The reign of the Usurper after him. These were but as the blinking of an eye to me and so it shall be with your reign. It matters not. The final outcome will be no different.'
Your skills as a warrior have made you triumphant! You have toppled the cruel Usurper to take your rightful place as Overlord of Irsmuncast. Crowds of exuberant citizens chant your name in joyous song. But beware, for the adventure has just begun. As Overlord you are now playing a treacherous game of intrigue, deception and danger. Threats come from within and without the walls of your great city, and you will need your withs as well as your strength to survive. The fate of a people and a kingdom rests in your hands.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?

Book 5 -- Warbringer!

'An old score shall be settled. The Legion of the Sword of Doom shall conquer the City of Irsmuncast and bring its people into slavery. I swear by Sorcerak to kill you with my own hands.'
Your perilous quest for the Sceptre and Orb has been a glorious success. Once again, your skills have ensured your rule of Irsmuncast. But now, you return home to a city of death -- overrun by evil hordes and threatened by an even greater army to come. Honoric, leader of the dreaded Legion of the Sword of Doom, has vowed to destroy you and undo all you have done for your people. Are you strong enough to save your war-torn kingdom?
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?

Book 6 -- Inferno!

'Listen well, Avenger, I will say this only once. If you do not aid you friend in his hour of need, then you are no better than those who hold him prisoner in the everlasting darkness.'
You have proven yourself victorious on the battlefield and repulsed the dark forces of evil from your fair city. But now a more subtle evil stirs. Your friend and comrade, Glaivas, is somewhere in the Rift, held ransom against the sceptre that is your badge of rulership. Do you dare risk everything you have achieved to rescue your friend? The darkened tunnels of the Rift hold danger and death at every turn, and lead into the very centre of Orb.
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemies, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?

Book 7 -- Redeemer!

'I can provide you no solace from the obscenity that even now seeks to befoul your path along the spirit plane. Damnation or salvation, death or redemption, your fate awaits...'
You are trapped in the deepest darkness, far from the sunlit realm, but all is not yet lost. You may still find a way to free yourself from the web of Orb's greatest evil -- the Black Widow -- and rescue your friend Glaivas despite the malice of the countless deadly denizens of the Rift. To succeed in your journey back to the surface you will have to overcome the wrath of the gods of evil, to pass beyond even the spirit realm itself into legend, redeeming all that you have lost to the rotten heart of Orb. But what great evil has taken root in your home city whilst you have been away, bringing it to the very brink of disaster?
THE WAY OF THE TIGER is the role-playing adventure classic now revised and expanded for today. You choose the skills and martial arts moves to defeat your enemy, gaining knowledge and honing your abilities to use in further books.
Are you ready for the Way of the Tiger?
Note: This is a new sequel to the original six-book series.


Cretan Chronicles

This is a short, three book series written by John Butterfield, David Honigmann, and Philip Parker. It looks like you can carry the same character throughout all three books and the intro says that if you die in later books, you're supposed to start over from the first book. The books are set in ancient, Bronze-Age Greece and one of the things I found interesting about this series was the Honour/Shame system. As a hero, you're supposed to do the right thing. You start with an Honour value of 7 which can go up and down without limit, but once you hit 0, you can't increase it again without appealing to Zeus or using a special item. The Honour points you gain (e.g., after winning battles) can be used/spent to get some benefit. Shame is essentially the opposite of Honour. It starts at 0, but if you do shameful things (e.g., killing an opponent after he surrenders), it will increase. Here's the kicker: if your Shame value goes above your Honour value, it's game over -- you commit suicide out of guilt or Zeus smites you. Gods are another important factor in the game. You devote to one initially and need to try to avoid offending any of them, so you have to track your status with various gods. This status can affect gameplay, in cases such as accepting favors from the gods. You also have the option of praying to Zeus for help, once per book. There's a hint system in place, too, which allows you to attempt a non-standard action, and you can easily tell where this option is possible (the paragraph number is in italics). However, if there is no action that a Bronze-Age hero may have thought of, you pay a penalty in Honour and/or Shame; that's the catch. The combat system is pretty simple and is basically just a "three strikes, you're out" deal. I found this a bit *too* simplistic and unrealistic, but given the other interesting game stats and factors, I was willing to kind of overlook it. (Plus I can always cheat if I find myself constantly dying because of bad dice rolls.) I haven't completed all the books successfully, but I think this is an interesting series with a unique game system. For additional information on this series, try Cretan Chronicles on Wikipedia.

Book 1 -- Bloodfeud of Altheus

Mighty Theseus is dead!
Felled by a treacherous blow in the labyrinth of King Minos, your brother Theseus lies dead and unavenged. The spirits of your ancestors cry out from Hades in anger, and Hermes, the messenger of the gods, appears to speed you on your way.
For YOU are Altheus, the brother on whom this heroic task falls. YOU thirst for action. YOU must travel across the wild seas and lands of Ancient Greece, battling with demons, mythical creatures and powerful leaders. Brave Altheus -- will the gods be on your side?
All you need is two dice, a pencil and an eraser to embark on this heroic adventure in the land of myths and legends. _Bloodfeud of Altheus_ can be played on its own or as part of the whole Cretan Chronicles epic adventure.

Book 2 -- At the Court of King Minos

The terrible Minotaur awaits you!
Your quest is to avenge the foul murder of your noble brother, Theseus, has led you to the wild and savage island of Crete. For YOU are Altheus, the young hero sent by the gods to right appalling wrong done to your house and rid your land of the scourge of the Minotaur.
But first you must brave the lawless Court of King Minos, where two powerful factions struggle for power and no traveller is safe. You must play your part or perish with the losers! Brave Altheus -- will YOU survive?
All you need is two dice, a pencil and an eraser to embark on this heroic adventure in the land of myths and legends. _At the Court of King Minos_ can be played on its own or as part of the whole Cretan Chronicles epic adventure.

Book 3 -- Return of the Wanderer

Fight for Athens and your life!
As the young hero, Altheus, scourge of the ungodly, YOU have survived the Perils of Crete, slain the Minotaur and are now triumphantly setting sail for Troezen and home.
But your voyage will be long and dangerous. Beware the storms and perils that will surely beset you -- the Clashing Rocks, dark dangers of the Underworld, slavery and shipwreck, as you struggle towards the fulfilment of your noble quest!
All you need is two dice, a pencil and an eraser to embark on this heroic adventure in the land of myths and legends. _Return of the Wanderer_ can be played on its own or as part of the whole Cretan Chronicles epic adventure.


Be an Interplanetary Spy

I had two books from this series when I was a kid and really enjoyed them. I bought the full series on eBay so that I could read all of the books. This series is different from the other ones I've listed here in that these are more like book versions of video games. They are *very* visual and contain many visual puzzles such as mazes, pattern matching, and optical illusions. There's usually not a lot of text either, so it has a comic book aspect, too. For the most part, the puzzles aren't that hard, so the books are fairly easy to solve. I guess they were aimed at a somewhat younger audience, but I still thought they were a lot of fun. The visual approach was new and interesting to me. You also get to increase your spy level during the series, so it was all connected, but there's no reason you have to read them all (the level really doesn't mean anything as there's no game system here; it's Choose Your Own Adventure style, basically just making choices). For reference though, you're a level 1 spy in books 1-6, level 2 in books 7-11, and level 3 in book 12. It's possible that additional books were planned, but never made because having only one book at level 3 seems odd when there were six and five books at levels 1 and 2, respectively. I think there are a few mistakes in the books though, and this Reocities page may have useful notes and/or corrections. The series had a few different authors and illustrators. Seth McEvoy was the primary author, writing 7 of the 12 books in the series. The others were written by Len Neufeld (3), Ron Martinez (2), and Michael Banks (1 with Len Neufeld). There were more illustrators who often co-illustrated books. The list includes Marc Hempel (4 books), Mark Wheatley (4 books), Steve Fastner (3 books), Darrell Anderson (2 books), Alex Nino (2 books), Dennis Francis (1 book), Brian Humphrey (1 book), Rich Larson (1 book), John Pierard (1 book), Tom Sutton (1 book). For additional information on this series, try Be an Interplanetary Spy on Wikipedia.

Book 1 -- Find the Kirillian!

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to capture Phatax, the Kirillian. He is a ruthless criminal who has stolen the Royal Jewels of the planet Alvare and kidnapped its young prince. You must recover the jewels and bring Phatax back alive!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 2 -- The Galactic Pirate

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to capture Marko Khen, the Galactic Pirate. Marko and his band of criminals have been kidnapping animals and turning them into monsters. You must recover the animals and smash Marko's sinister plans.
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 3 -- Robot World

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to track down Dr. Cyberg, computer genius. He is the only person who can help you stop the rebellion on Robot World before it spreads to the rest of the galaxy!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 4 -- Space Olympics

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to travel to the first Space Olympics and protect the superathlete Andromeda. Gresh the evil master spy plans to kidnap her and sabotage the Olympics. You must make sure that Andromeda completes the Olympics alive!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 5 -- Monsters of Doorna

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to fly the experimental X-wing starship to the planet Doorna. Monsters have taken over the planet and you must restore peace!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 6 -- The Star Crystal

More than a video game! You make the decisions!
You are an Interplanetary Spy. Your mission is to protect the diplomat Quarboss Tro as he travels with the most valuable jewel in the galaxy, the Star Crystal. You must stop unknown agents from stealing the crystal and attacking Tro!
To begin your mission, you will have to memorize your Interplanetary Spy ISBN number below.

Book 7 -- Rebel Spy

You are the hero of your own science fiction adventure!
Can you get past an angry alien guard dog?
Or capture Valeeta, the notorious Rebel Spy?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.

Book 8 -- Mission to Mircoworld

You are the hero of your own science fiction adventure!
Can you reach Mircoworld?
Or capture Electron, the planet's dictator?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.

Book 9 -- Ultraheroes

You are the hero of your own science fiction adventure!
Can you find the traitor in the galaxy's newest superteam?
Or help defeat Kort, enemy of Spy Center?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.

Book 10 -- Planet Hunters

You are the hero of your own science fiction adventure!
Can you infiltrate the starship of the world's most dangerous villians?
Or survive the dangers of an aquatic frontier?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.

Book 11 -- The Red Rocket

You are the hero of your own science fiction adventure!
Can you get past Orbyn, the rebel robot leader?
Or discover the secret of Spy Center?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy ISBN number below.

Book 12 -- Skystalker

You are the hero of your own science fiction adventure!
Can you find the galaxy's most wanted thief?
Or escape his underground hideaway?
You make the decisions!
To begin your mission, memorize your Interplanetary Spy "N" number below.


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James Marshall (e-mail me)
http://www.jmarshall.net/

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