Books by Joe Dever


Lone Wolf

     1. Flight from the Dark
Author: Joe Dever
Illustrators: Gary Chalk (interior and original British cover), Brian Salmon (British Beaver cover), Don Maitz (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1984
ISBN: 0-09-935890-5 (British editions), 0-399-21217-5 (American Pacer edition), 0-425-08436-1 (American Berkley edition)
Length: 350 sections
Number of Endings: 17 (not including failure by loss of points)
Plot Summary: You are Silent Wolf, a young man studying with the Kai monks. When the Dark Lords attack and wipe out the Kai monastery, you rename yourself Lone Wolf and set off to warn the king of the approaching evil.
Collected In: The Lone Wolf Adventures, Lone Wolf Game Book Omnibus
Translations: Danish, French, German, Greek, Hungarian, Italian, Spanish, Swedish
My Thoughts: It's practically impossible to write objectively about this book. I've probably read and re-read it more times than any other book that I own. Although the writing is a bit more dry than I remember it being (I guess childhood imagination does make a difference), this remains a satisfying start to a grand adventure. The challenge level is neither too hard nor too easy, with numerous ways to reach a successful conclusion and choices that are always in some way meaningful. It was a great pleasure to revisit the adventure, and if you somehow haven't played it yet, you owe it to yourself to give it a try. Since it's now available for free online play at Project Aon, there's really no excuse not to.
The British Beaver edition of this book is not part of my collection; the scan is courtesy of Tan Hong Kiat.

      2. Fire on the Water
Author: Joe Dever
Illustrators: Gary Chalk (interior and original British cover), Brian Salmon (British Beaver cover), uncredited artist (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1984
ISBN: 0-09-935900-6 (British editions), 0-399-21218-3 (American Pacer edition), 0-425-08437-X (American Berkley edition)
Length: 350 sections
Number of Endings: 19 (not including failure by loss of points)
Plot Summary: You must travel overseas to Durenor to recover the Sommerswerd, a magical weapon capable of driving back the Darklord invasion.
Collected In: The Lone Wolf Adventures, Lone Wolf Game Book Omnibus
Translations: Danish, French, German, Greek, Italian, Spanish, Swedish
My Thoughts: Of the books in this series that I clearly remember reading as a child, this was my least favorite. It's mostly about travel, and there aren't too many monsters to fight or atmospheric dungeons to explore. I also felt at the time that it was unfairly difficult. However, having replayed it now, I think that I was underestimating the book. Although it didn't include the traditional elements that made me enjoy fantasy adventures, it was clearly memorable -- the "whodunnit" sequence and the final sea battle were both enjoyable to revisit. As for being unfair, I think I mustn't have been observant enough when I first played. Some choices that seem random are in fact entirely strategic if you carefully examine the map and illustrations. There are better things yet to come, but this is an entirely worthy sequel to the first book.
The British Beaver edition of this book featuring Brian Salmon's art is not part of my collection; the scan is courtesy of Tan Hong Kiat.

    3. The Caverns of Kalte
Author: Joe Dever
Illustrators: Gary Chalk (interior and original British cover), uncredited artist (first British Beaver cover), Brian Salmon (second British Beaver cover), Don Maitz (American cover)
First Published: 1984
ISBN: 0-09-938530-9 (British editions), 0-425-09357-3 (American edition)
Length: 350 sections
Number of Endings: 21 (not including failure by loss of points)
Plot Summary: Vonotar, the traitorous magician who betrayed the Kai to the Darklords, has retreated to the icy realm of Kalte and taken control of the Ice Barbarians residing there; you must capture him and bring him to justice.
Translations: French, German, Greek, Italian, Spanish, Swedish
My Thoughts: I have very fond memories of this book, but having replayed it, I'm not exactly sure why. It certainly doesn't strike me as a bad book by any means, but it doesn't really stand out either. It's a perfectly decent entry in the series, with all the usual characteristics that make a Lone Wolf book fun, but it doesn't strike me as being a really special book the way it did when it first made an impression on me. I think that initial reaction must have been due to the atmospheric icy setting; although I maintain that Dever's style of writing is adequate but nothing too special compared to his greater skill in game design, he does have some nice touches here that help to convey the peril and beauty of a frozen environment -- the threat of snow blindness, the interesting Cloudmaker Mountain, the constant threat of cold-adapted creatures. It all goes by rather quickly, but there are certainly some nice sights along the way.
The first British Beaver edition of this book is not part of my collection; the scan is courtesy of Ed Jolley.

   4. The Chasm of Doom
Author: Joe Dever
Illustrators: Gary Chalk (interior and original British cover), Brian Salmon (second British Beaver cover), Richard Corben (American cover)
First Published: 1985
ISBN: 0-09-939180-5 (British editions), 0-425-08419-1 (American edition)
Length: 350 sections
Number of Endings: 14 (not including failure by loss of points)
Plot Summary: A convoy of gold and gems has disappeared, as has the troop of cavalry sent to investigate the disappearance; you must find out what has happened to everyone.
Translations: French, German, Greek, Italian, Spanish, Swedish
My Thoughts: Although I know I got as far as book ten when I played these as a child, my memory of the series kind of runs out with this volume. I approached it as if I had never played it before, and only the most dim of memories were revived as I went through it. Hopefully this will make my reviews a little more objective from this point on. In any case, like the last book, this is a good but relatively undistinguished entry in the series. The pacing is nice, with a mysterious but seemingly mundane mission growing into something of greater importance. Replay value is also good, with random numbers changing some aspects of the adventure and choices allowing other variations; I died a few times before succeeding in the quest, and each try was sufficiently different from the ones before it to keep me engaged. The book's biggest weakness, really, is the fact that it puts you in command of a group of men but never gives you a real feeling of control or even a sense of who it is that you're commanding. By offering more tactical decisions and by characterizing at least a few of the men being commanded, the book would have been somewhat stronger; this flaw aside, though, it's another good entry in a consistently above-average series.
The British Beaver edition of this book featuring Brian Salmon's art is not part of my collection; the scan is courtesy of Tan Hong Kiat.

   5. Shadow on the Sand
Author: Joe Dever
Illustrators: Gary Chalk (interior and original British cover), Richard Corben (American cover)
First Published: 1985
ISBN: 0-09-942490-8 (British editions), 0-425-08440-X (American edition)
Length: 400 sections
Number of Endings: 13 (3 in part one, 10 in part two; not including failure by loss of points)
Plot Summary: You are sent on a peace mission to the desert empire of Vassagonia. Unfortunately, things don't remain peaceful for long....
Translations: French, German, Greek, Italian, Spanish, Swedish
My Thoughts: This book seems to be something of an experiment; rather than having the usual 350 sections, it is instead divided into two 200-section parts. There doesn't really seem to be much point to this; although the American edition claims the book is a "super edition including two adventures," the two parts really aren't distinct adventures. Although both parts are the same length, the first part just feels like a comparatively trivial (but highly replayable) prologue to the action-packed second part. In any case, since this format was never used again, it can be assumed that the experiment was not a great success. The book itself, though, is a great success. As I said, the second half is genuinely exciting, with aerial battles, the return of an old friend and a final battle that could have been a little more detailed but which is nonetheless a genuinely satisfying close to the Kai portion of the series.
The British Beaver edition of this book featuring the newer logo is not part of my collection; the scan is courtesy of Tan Hong Kiat.

   6. The Kingdoms of Terror
Author: Joe Dever
Illustrators: Gary Chalk (interior), uncredited artist (British Beaver cover), Richard Corben (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1985
ISBN: 0-425-08446-9 (American edition)
Length: 350 sections
Number of Endings: 19 (not including failure by loss of points)
Plot Summary: After three years of studying the Book of the Magnakai, you determine that you must discover an ancient artifact known as the Lorestone of Varetta.
Translations: French, German, Greek, Italian, Spanish, Swedish
My Thoughts: This seems to me a rather minor entry in the series, but at the same time a milestone. It's minor in that its plot, despite involving an ancient artifact of great power, lacks much significance to the overall storyline of the series and features few memorable creatures, characters or encounters. It's a milestone, though, because it marks the beginning of the Magnakai series and introduces a couple of new rules features: the use of a bow and "Lore Circles," sets of disciplines that, when all attained, increase your Combat Skill and/or Endurance -- a nice touch, as it adds a further dimension to choosing abilities. This isn't a bad book, but it's my least favorite in the series so far. There are some nice touches in the forms of tricky ways to die (you really have to pay attention to certain details to avoid falling stupidly into traps) and recurring characters, but the mission consists mostly of wandering grim, mercenary-filled streets, and it gets tiresome fairly quickly. I'm glad to have this quest behind me and am ready to move on to the next adventure.
The British Beaver edition of this book is not part of my collection; the scan is courtesy of Tan Hong Kiat. The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   7. Castle Death
Author: Joe Dever
Illustrators: Gary Chalk (interior), Peter Lyon (British Beaver cover), uncredited artist (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1986
ISBN: 0-425-10014-6 (American edition)
Length: 350 sections
Number of Endings: 19 (not including failure by loss of points)
Plot Summary: The search for the next Lorestone leads you to the dreaded castle of Kazan-Oud, inhabited by an evil sorcerer and isolated from the rest of the world by a magical shield.
Translations: French, German, Italian, Spanish, Swedish
My Thoughts: If ever a Lone Wolf book felt more like a Fighting Fantasy adventure, this is the one. It's not as brutally unfair as most of the entries in that other series, but it's a dungeon crawl full of tricks and traps, so it feels a little different from the usual more story-oriented adventures in this series. I suppose it isn't a bad adventure, but I didn't find it very enjoyable. Lone Wolf is at its best when you have a clear sense of mission, and there's just too much aimless wandering here for my taste. I also found that the increased difficulty level of the combat served to slow things down rather than increase my enjoyment, and the fact that it's possible to win the book but lose the Sommerswerd is absolutely devastating. I can also see why there were discussions of Joe Dever's possible racism on various mailing lists; while I suspect no harm was intended, a little too much is made of how Lone Wolf's white skin dazzles his dark-skinned enemies. For a variety of reasons, I finished this adventure not with a sense of accomplishment but rather with a bad taste in my mouth.
Errata: My American copy of this book is missing monster stats in section 233; according to Project Aon, it should be "Oudagorg - Combat Skill 17, Endurance 17."
The British Beaver edition of this book is not part of my collection; the scan is courtesy of Tan Hong Kiat. The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   8. The Jungle of Horrors
Author: Joe Dever
Illustrators: Gary Chalk (interior), Peter Lyon (British Beaver cover), Neal McPheeters (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1987
ISBN: 0-09-947630-4 (British editions), 0-425-10484-2 (American edition)
Length: 350 sections
Number of Endings: 19 (not including failure by loss of points)
Plot Summary: Your quest for the Lorestones leads you to the heart of the Danarg, an evil swamp filled with horrible monsters.
Translations: French, German, Italian, Spanish, Swedish
My Thoughts: After two disappointing adventures, this is a return to many of the things that make this series so much fun. The Darklord civil war that prevented momentous events from occurring for the past few adventures is at an end, and once again, you are racing against time and battling tremendous odds. The use of a companion character throughout most of the book is a nice change of pace (though more actual character development would have been nice), and the Danarg is a fun and atmospheric setting. The difficulty of the book is relatively high, but at least the toughest fight is near the beginning, making failure less frustrating than it might otherwise have been. This isn't really a classic, but it's an improvement over the previous Magnakai adventures, and its final cliffhanger promises more interesting things to come.
Errata: The worst error I encountered in this volume was the inclusion of an incorrect second choice in section 318; according to Project Aon, the choice should actually read "If you choose to continue your ride north to Tharro, turn to 280."
The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   9. The Cauldron of Fear
Author: Joe Dever
Illustrators: Brian Williams (interior), Fred Gambino (British Beaver cover), Neal McPheeters (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1987
ISBN: 0-09-951210-6 (British editions), 0-425-10848-1 (American edition)
Length: 350 sections
Number of Endings: 11 (not including failure by loss of points)
Plot Summary: The next Lorestone that you seek can be found in an ancient city located beneath the town of Tahou; unfortunately, the spreading Darklord armies threaten to complicate your visit to this region....
Translations: French, German, Italian, Spanish, Swedish
My Thoughts: This book marks a major change in the series: the replacement of illustrator Gary Chalk with Brian Williams. Williams' work isn't as distinctive as Chalk's, but it is often a bit more polished-looking. In all, it's a fair trade, with each artist having different talents. Art aside, though, this is a good adventure with a fairly decent amount of variety; there's some dungeon crawling, some epic fighting and even a wee bit of political intrigue. It's a bit more text-heavy and linear than average, with a lot of sections ending simply in "turn to x" rather than a choice; still, I never felt that my options were needlessly limited. My only major complaint deals with the final confrontation that closes the book. If you bring the Sommerswerd along, you're actually at a serious disadvantage, being forced into a fight that is nearly impossible to win. If for some strange reason you leave your best weapon behind, you have a shot at victory, but it relies mainly on dumb luck. Due to its unreasonable difficulty and general senselessness, this is one of the most disappointing major fights in the series so far, and it detracts somewhat from an otherwise fun book.
The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   10. The Dungeons of Torgar
Author: Joe Dever
Illustrators: Brian Williams (interior), Brian Salmon (British Beaver cover), Neal McPheeters (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1987
ISBN: 0-425-10930-5 (American edition)
Length: 350 sections
Number of Endings: 16 (not including failure by loss of points)
Plot Summary: The Darklords have control of the final three Lorestones, but you have learned that they are currently held in the dungeons beneath the Drakkar fortress of Torgar.
Translations: French, German, Italian, Spanish, Swedish
My Thoughts: While reading this book, I did realize that I owe a lot of my appreciation of Lone Wolf to nostalgia. While I still give the series plenty of credit for its fun system and its story continuity, I think that I would find its shallow characters and silly location names a lot less thrilling if not for the fact that I know they were created by Joe Dever. I guess I still cannot claim to be unbiased. That being said, this was yet another fun adventure. It's highly replayable since the first choice leads to two different story branches that allow wildly different events to be experienced during the first half of the story. After that, it's time for some reunions and daring deeds leading up to a gigantic cliffhanger. Of course, it could have benefit from better characterization (I dare you to tell two Lone Wolf characters apart) and some elaboration (much of the adventure feels a little bit rushed), but it's Lone Wolf. It's hard not to enjoy it, flaws and all.
The British Beaver edition of this book is not part of my collection; the scan is courtesy of Tan Hong Kiat. The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   11. The Prisoners of Time
Author: Joe Dever
Illustrators: Brian Williams (interior), Brian Salmon (British Beaver cover), Neal McPheeters (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1987
ISBN: 0-09-951320-X (British editions), 0-425-11568-2 (American edition)
Length: 350 sections
Number of Endings: 12 (not including failure by loss of points)
Plot Summary: Due to a Darklord trap, you (and the remaining Lorestones) are trapped on the Daziarn Plane.
Translations: French, German, Italian, Spanish, Swedish
My Thoughts: This is an extremely disappointing book. Although it does have some merit thanks to the strange environment of the Daziarn Plane, some colorful characters, interesting revelations about Lone Wolf's role in the universe, and a surprising reunion (that's unfortunately spoiled in advance if you accidentally see the wrong illustration), its flaws really outweigh its good points. To an even greater extent than The Cauldron of Fear, it's an extremely linear adventure, with more page-turning than choice-making. It seems that by this point, the author was getting tired and just wanted to force things along to their conclusion. Another flaw shared with The Cauldron of Fear is the fact that this adventure is effectively unwinnable if you bring the Sommerswerd along. I can see how it would be fair to make the book more challenging for Sommerswerd-wielding readers; after all, wielding such a powerful weapon is generally an unfair advantage. However, to make victory impossible for players who have faithfully followed the storyline from the beginning is frustrating and makes no sense plot-wise; after all, why would Lone Wolf ever choose to leave his best weapon behind? Of course, regardless of the Sommerswerd issue, the book ends with not one but two nasty combats in rapid succession. These aren't unwinnable, but to lose them is endlessly frustrating, since the book is so linear that replay is tedious rather than exciting. In any case, this all goes to show that, while I have praised the Lone Wolf game system in the past, it does have major flaws in the area of combat balance -- by this point in the series, most fights are either too easy or completely impossible, and it detracts from the reading experience. I had to cheat to win here, and I really hate having to do that. If you need to visit the Daziarn, try the World of Lone Wolf series instead; this book reminded me of my sadness over the brevity of Grey Star's time in the spotlight.
The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

   12. The Masters of Darkness
Author: Joe Dever
Illustrators: Brian Williams (interior), Brian Salmon (British Beaver cover), uncredited artist (American cover), Peter Andrew Jones (credited as Peter Jones) (British Red Fox cover)
First Published: 1988
ISBN: 0-09-951400-1 (British editions), 0-425-11718-9 (American edition)
Length: 350 sections
Number of Endings: 21 (not including failure by loss of points)
Plot Summary: When you return from the Daziarn, you discover that years have passed and the Darklords are on the verge of victory. Now is the time to take your long-awaited revenge!
Translations: French, German, Italian, Swedish
My Thoughts: For a long time, I thought this was truly the last book in the series -- I think many people have been under that impression in many places. In any case, I've waited for years to actually play out the last act of Lone Wolf's battle with the Darklords, and now that I have, I'm rather disappointed. Like the previous volume, this book has extremely long linear sequences without meaningful choices. Fortunately, the game balance is considerably better, with multiple ways out of some nasty situations, but this doesn't change the fact that the book really isn't especially exciting. There are a couple of good action sequences and a variety of monsters to fight, but there just isn't the sense of fun and potential that was so palpable in the first few volumes. Perhaps I'm just tired from having reviewed so many of these books in so short a time, but I think it's more likely that it was the author who was getting tired -- the increasing linearity as the series went on suggests a growing desire to just get the storyline over with. It's all kind of anticlimactic. Still, more than two thirds of the books so far were well worth the effort, and that's a good bit above average. I look forward to eventually filling some gaps in my collection and moving on to the next chapter in Lone Wolf's adventures. I sense that there are still good things to come.
The British Red Fox edition of this book is not part of my collection; the scan is courtesy of Marcus Pearse.

    The Magnamund Companion (Dawn of the Darklords)
Author: Joe Dever
Illustrators: Rob Adams, Gary Chalk, Richard Hooks, Jane Laycock, Peter Lyon and Graham Round (interior), Brian Salmon (British cover), uncredited artist (American cover)
First Published: 1986
ISBN: 0-425-10759-0 (American edition)
Length: 96 pages (Dawn of the Darklords: pp. 84-96, 80 sections)
Number of Endings: 5 (not including failure by loss of points)
Plot Summary: You are Banedon the magician, and you have a vitally important message to deliver to the Kai Monastery....
Translation: Swedish
My Thoughts: This highly sought-after volume includes lots of information on the history, geography, culture and dangers of Magnamund along with a board game, information on building models, and a brief gamebook. The whole book is an interesting read, but this being a page about gamebooks, it is the mini-adventure that I'm most interested in discussing. It uses the basic Lone Wolf game system, but you choose magical powers instead of Kai disciplines; rather than using Willpower points like the spells in World of Lone Wolf, some (but not all) of these powers drain Endurance. The adventure itself runs parallel to Flight from the Dark, showing some familiar events from a different perspective. It's so short as to be rather trivial, which is too bad, as it would have been nice to adventure as Banedon for a little longer.
The British edition of this book is not part of my collection; the scans are courtesy of Tan Hong Kiat.


The World of Lone Wolf

  1. Grey Star the Wizard
Author: Ian Page (edited by Joe Dever)
Illustrators: Iain McCaig (British cover), Richard Corben (American cover), Paul Bonner (interior)
First Published: 1985
ISBN: 0-425-09590-8 (American edition)
Length: 350 sections
Number of Endings: 28 (not including failure by loss of points)
Plot Summary: As Grey Star, an orphan raised by the magical Shianti, you must begin your journey to find the lost Moonstone and stop Shasarak the Wytch-King from conquering Magnamund. Your first mission is to track down the Lost Tribe of Lara, a race of magical creatures who may be able to help you in your struggle.
Translations: French, German, Italian, Swedish
My Thoughts: This was the first adventure I ever had in Magnamund, and it's also one of the first gamebooks I discovered and read. As a result, I have very fond memories of the story and its characters, and I have long looked forward to replaying it. Now that I have, though, I'm a little disappointed. Certainly, it has some excellent elements -- memorable non-player characters (a rarity in gamebooks), a variety of nasty monsters, lots of opportunities to cast spells and a bunch of useful items to collect, not to mention plenty of high-quality and memorable internal illustrations. Unfortunately, it also has a lot of flaws. The writing is a bit more bland than I remember it being, but that's not my primary complaint -- most of the book's real problems have to do with poor game design. When I first enjoyed this book many years ago, I cheated to win. I'm glad I did, because if I hadn't, I don't think my memories would have been so fond. The optimal path through the book isn't that hard to find, but it contains enough difficult (and unavoidable) battles that it takes a lot of luck to get through successfully. This means that you can know exactly how to win but be unable to do so simply because of bad rolls of the die (or points at the Random Number Table, if that's how you play). Certainly, success relies on having high initial statistics; this is annoyingly luck-dependent, and a point-distribution system for character attribute generation would have made this a stronger and more balanced book. As it stands, certain aspects of the rules make a potentially entertaining adventure story into a long, repetitive, frustrating mess. This isn't a big deal if you don't mind cheating, but you shouldn't have to cheat to win the game; where's the fun in that? This situation isn't helped by the numerous typographical errors and vague rules embedded in the story's paragraphs; you'd think that by the fifth printing (which is the version I read) that some of these problems could have been cleaned up, but of course they never were. This book isn't as much of a classic as I had hoped, though if it had been given a bit more playtesting and thought, it really could have been.
Hint: Don't be afraid to expend willpower to increase damage in combat -- this is very useful in getting past the tougher fights with a minimum of damage.
Errata: Section 3 mentions "your remaining two meals," but depending on events, you may have more or less than two meals by this point. In section 10, the choice that leads to 102 should instead go to section 90. In section 193, pestle & mortar should be listed as a backpack item. In section 266, the choice that leads to 333 should in fact lead to 330. Section 289 covers the greater than and less than cases, but not the equal to case.

  2. The Forbidden City
Author: Ian Page (edited by Joe Dever)
Illustrators: Iain McCaig (British cover), Richard Corben (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-09-944780-0 (British edition), 0-425-09710-2 (American edition)
Length: 310 sections
Number of Endings: 26 (not including failure by loss of points)
Plot Summary: Having found the Lost Tribe of Lara, you now must use their powers to locate the Shadow Gate to the Daziarn Plane so that you can proceed with your mission.
Translations: French, German, Italian, Swedish
My Thoughts: This book is a dramatic improvement over its predecessor. The writing has more flavor, and the characterization is stronger. The previous book had a tendency to describe the personalities of its characters without actually showing how they acted, but this one does a much better job of making its characters seem like real and interesting people; where book one might have described a character as having a sense of humor, this one instead includes humor in the dialogue. The game design on display here is also a lot more fair than the previous book -- I managed to win on my second attempt, and while my first death seemed a bit arbitrary, I found the experience of playing without cheating to be completely possible (and thus worthwhile). I suppose it helps a bit that the book allows you to grow in terms of magical abilities and Willpower points, though I don't see it being impossible to win even with a completely fresh character. The biggest criticism I can level at the book is that it's a bit short; I wonder why it's so far short of the usual 350-section length found in Lone Wolf books...

 3. Beyond the Nightmare Gate
Author: Ian Page (edited by Joe Dever)
Illustrators: Richard Corben (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-425-09892-3 (American edition)
Length: 350 sections
Number of Endings: 28 (not including failure by loss of points)
Plot Summary: Now that you've made it to the Daziarn, you must track down the Moonstone with the help of an old friend...
Translations: French, German, Italian, Swedish
My Thoughts: This is a great book; it lives up to the quality of writing found in the previous volume, and it's full of interesting settings and puzzles. I also found the story more compelling than usual for this kind of gamebook -- while it's still the usual "solve the puzzles and collect stuff" sort of mission, it has a number of dramatic moments strong enough to create an almost cinematic tone at times. Good stuff! The game design is also interesting -- the emphasis is on making wise choices rather than on making good rolls; during my trip through the book, my point scores barely fluctuated, though I did instantly die quite a few times before becoming victorious. On a whole, I think this is a good thing; it's certainly less frustrating than book one was. Nonetheless, it did seem a bit too forgiving towards the end. I'm not sure how anyone's scores could possibly go low enough to fail certain conditions presented by the book. I also have a few other minor complaints. Most importantly, I was rather disappointed that no character advancement takes place at the start of this book for players who have finished the first two adventures. While I admit that it wouldn't make much sense in the context of the story, I missed the satisfaction of being rewarded for completing book two. There's also a bit of rules ambiguity -- the book keeps saying that keys are special items kept in the backpack. I'm not sure what this means, but my best guess is that they are kept in your backpack but don't take up a slot of space, so they're instead put on the special items list... If this is the case, though, it should have been stated more clearly. Additionally, there's a minor bug towards the beginning in which you can keep returning to a locked door (section 118) even after opening it. Finally, I thought the "Story So Far" section at the start of this volume was decidedly lousy. Not only is it written in a different tense than in previous books, but it's too brief to be particularly meaningful. Overall, though, I'm quite pleased with this adventure, and I'm glad to be returning to this series.

 4. War of the Wizards
Author: Ian Page (edited by Joe Dever)
Illustrators: Uncredited artist (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-425-10539-3 (American edition)
Length: 360 sections
Number of Endings: 23 (not including failure by loss of points)
Plot Summary: All is in preparation, and it is time to fight the final battle against Shasarak!
Translations: French, German, Italian, Swedish
My Thoughts: Although this book lacks the humor that livened up the previous two volumes, it's a good read. Gameplay is emphasized over story, and it takes a bit of strategy to make it to the fairly satisfyingly drawn-out final battle with the Wytch-king. Really, I don't have any major complaints about this book; it's a good conclusion to the series, and I was unable to find any nitpicky flaws to point out (apart from the errata below). It even returns to the old-style "Story So Far" seen in the first two books, making book three's abbreviated section a total mystery to me. Despite being hard to complain about, though, it's not my favorite of the series -- that would go to either book two or book three, both of which have a bit more character than this one. Still, it was a fun adventure, and it certainly makes me wish Grey Star had been given more adventures; I actually find him to be a more appealing character than Lone Wolf, and I think he deserved a longer series.
Errata: The character sheet includes too many slots for Higher Magicks. According to the printed rules, you should start with four Higher Magicks if this is your first book or five Higher Magicks if you've completed any previous adventures.


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