Well, in case you're interested in seeing a little 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 hobbies page and don't know what I
mean by "gamebook", these are basically single player, role playing games
in book form, similar to interactive fiction (text adventures), but they
usually have some illustrations, too. They were popular mainly around the
1980s, I think. 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, etc. Got the idea? They're pretty cool.
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.
But since it's such a good resource, I will mention
Demian's Gamebook Web Page.
By putting up this page, I'm kind of hoping to get some new readers interested
by giving them an idea of what the books are like, something to whet their
appetites. ;) I had to include Lone Wolf and Fighting Fantasy because
I think that these were two of the most popular series around, at least in the
RPG style books (CYOA was a really long series, close to 200 books in the main
title line, but also very simplistic). I'll try to add in some other series
when I can.
BTW, in general, the blurbs are taken from the backs of the books that I own;
it's possible that other editions/printings may be slightly different. I may
make some minor modifications to the text, mainly not using all capitals
when the book did and not using blank lines between paragraphs (just a line
break, keeping it all together under each heading), but the content will be
unchanged. Also, I'm normally only going to list complete series, mainly
because I'm kind of big on completeness. The Fighting Fantasy reprints are
the main exception to this. Being one of the major gamebook series, I have
to list it, so I'm adding the books of this series as I get them.
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 vengence. While seeking to destroy your
enemies, you also manage to save the world a few times, you know, the usual
hero stuff. After completing each book, you get to choose a new skill to use
in the next book.
Note that you are carrying one character through the whole series, from book 1
through book 20, divided into three sections based on the general skill level
of your character (sort of like beginner, intermediate, advanced). Each book
is its own story and you can read them separately, each with its own character,
but part of the fun of this series is playing the whole thing. You can do an
awful lot when you have 20 books over which to tell your tale. Plus you can
find things in earlier books that will help you in later books. 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. Also, for some reason books 13-20 were abridged when
printed in the US; 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're putting up the original,
unabridged UK versions of the books, and I for one am looking forward to
seeing the full adventures I missed out on by only buying the American
editions. (I think supply and demand for the original UK editions make them
rather expensive, especially for the New Order series, so I doubt I'll ever
get those books. I'll have to settle for Project Aon's electronic copies.)
They're also doing the side series, World of Lone Wolf, a short four book
series which I've added below.
Mongoose Publishing has
started reprinting this series in summer 2007. According to their
news item, "the story itself will be an extended 'director's cut' version,
extensively rewritten by Joe Dever himself." They also say that volumes
29-32, which were never published before, are planned for re-release as well.
This is pretty exciting because it means that I can buy, brand new, every
single Lone Wolf book in an expanded (not just unabridged) format, get
books I've never seen (21-28), and get books no one has ever seen before
(29-32). I'm definitely looking forward to getting these reprints
eventually. (I'm considering their mega-deal which offers all the books
as they come out plus some extras at a good price, but it costs about US$600
up front, so I haven't done it yet.)
The Kai Series
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!
The Magnakai Series
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.
The Grand Master Series
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
This series was co-authored by Ian Page and Joe Dever (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.
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!
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. This was a long series, 59 books in the main line of books, plus
some side series like the four book Sorcery! series. Each book is its
own unique story, you play a new character in a new setting in each book.
This provides a lot of variety in stories, gameplay, 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:
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 (in 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 I think you get 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.
Recently, Wizard Books
decided to reprint the original Fighting Fantasy gamebooks. The order is not
the same as the original series and the Sorcery! books have been incorporated
into the main series. Hopefully, as long as sales do well, they'll keep going
and all of the books will be reprinted. After releasing 17 books in the first
two years, the release schedule dropped dramatically to only about 3 books per
year. As long as they keep coming out, I'll be satisfied, but I wonder if this
is cause for concern. AFAIK, they only plan for one year at a time, and I'll
try to keep this list update with titles of planned and released books, even
if I don't own them yet.
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 fulfil 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 hoorrific
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, it's an adaptation of
a mini-adventure from the Dicing with Dragons series. So it's a new book
based on existing material and hopefully if it does really well, the authors
might be encouraged to write another book or few to add in among the rest of
the reprints in the series.
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 announced/planned as part of the original series and
would have been book 60, but it was never released. I'm sure many long-time
fans are eagerly awaiting the publication of this totally new adventure.
Hopefully this won't be the last new book we'll see.
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 or planned and not published). If this goes over
well, maybe we'll see some more brand new books now and then as the rest of
the old series gets republished.
As I recall from what I read, these were some of the last gamebooks published,
originally released around 1995 or so, authored by the team of Dave Morris and
Jamie Thomson. They're in the RPG style (my prefered type), but they have
the rather unique feature that each book covers a certain geographical 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 very non-linear. 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 -- 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, in a way, serve as his/her memory.
And you have 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 book missing half of its
chapters. A sad ending to what many consider one of the best gamebook series
out there. Fortunately, there's a revival and permission has been granted
by the authors for the books to be published on the web. Since I don't own
these books myself, I'm very glad that this is happening because after all
I heard about the series, I wanted to give it a try. The books should
eventually appear at FabledLands.com.
Fortunately I was able to get a look at some of the work in the process of
being converted and these do look like great books. Therefore I've decided
to post the back of the book blurbs for this series, too. I've taken the
quotes from the
Computer Game Museum's scans of the covers (site down?).
If everything goes well, there may be a *chance* that the authors will be able
to produce one or more (or even all) of the unpublished books, maybe for
purchase, which would be great. Until then, here's what the first half of the
series that was published has in store for you.
Book 1 -- The War-Torn Kingdom
Set out on a journey of fabulous adventure -- in lands beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
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, Grieve Marlock. Use fighing skills or sorcery, bribery or
skulduggery to survive the assassins in the city back-streets. 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 -- and
use the rewards from your victories to travel beyond the boundaries of the
known world.
Your journeys will bring you foes and friends, danger and triumph, fortune
and fame -- and more adventures than you have ever dreamed of.
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 beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
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 tha will take
you on voyages to uncharted regions.
Your journeys will bring you foes and friends, danger and triumph, fortune
and fame -- and more adventures than you have ever dreamed of.
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 beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
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-Knou, to the forbidden cloisters of the sorcerers' colleges of
Dweomer. Every voyage means danger -- from murderous pirates and haunted
ships.
You can choose to be a daring explorer, in search of conquests, treasures
and power. Or a magical savant, invoking the secrets of the occult to
annihilate your foes. Or you can amass a fortune as a merchant, trading in
spice shipments from the Sea of Hydras to the Innis Shoals.
Decide for yourself how to tackle the perils of the Sea, and reap the
rewards that will lead you to 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 beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
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 away travellers in this savage land.
You can choose to be a warrior, using weapons and combat skills to defeat
opponents. Or a mystical mage, skilled in sorcery. Or a clever rogue,
acquiring wealth and powerful amulets by theft and trickery.
Success will bring the rewards that will lead you to further adventures
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 beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
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
daring adventurer.
Will you uncover the secrets of the High King's ciradel, where no man has
trod for ten generations? Or wrest the holy sword from the crypt of Kizil
Irmak, the War Prophet? Or find the key that will allow you to travel back
in time . . ?
The choices are all yours. And success will give you the powers to venture
even further into the fantastic role-playing world that is Fabled Lands.
Book 6 -- Lords of the Rising Sun
Set out on a journey of fabulous adventure -- in lands beyond the limit of
your imagination.
Choose for yourself what role to play, where to go and what to do.
The Lords of the Rising Sun rule the exotic kingdom of Akatsurai. But great
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? Or become one of the Sovereign's knights in your pursuit
of riches and power?
Track down the elusive, raven-winged Tengu to learn the secret arts of
sorvery and swordplay . . . Defeat the vampires, skilled in martial arts,
who guard the Lost Tomb of the Necromancer . . . Enter the dreadul cloisters
of the Noboro Monastery, where you will fight the most dangerous opponent
of all -- yourself . . .
The choices are unlimited, the adventures endless, in the fantastic
role-playing world of the Fabled Lands.
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 sytle, 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, so check out
this page
to look for notes and 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).
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.
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.
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.
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