Be an Interplanetary Spy
0553244256 / 9780553244250
120 pages |
|Number of Endings:||
|User Summary:||The evil brother of agent Tunk is attempting to use mind control to sabotage the training of the Ultraheroes, a group of superheroes who are presently learning how best to fight evil. You must find out whose mind he is controlling and stop him before it's too late!|
Similarly to book 6, this entry features a 'whodunnit' mystery for the player to solve. Tunk from book 6 also makes a reappearance, along with Andromeda from book 4.
The 'whodunnit' loses some of its flavour when the answer is essentially given to the player in the course of the story (if you survive), rather than ever requiring a choice of decision. The 'Ultraheroes' of the title are similiar to comic's Justice League, with the idea of complementary abilities.
The ending is suitably melodramatic, with an attempt to write a tragic end for the villain having middling results.
|Demian's Thoughts:||This isn't a bad entry in the series; while many of the puzzles are pretty pointless, enough are interesting to make up for the book's shortcomings. My biggest complaint, though, is that the comet swarm puzzle on pages 84 and 85 doesn't make any sense; neither of the solutions seem right to me.|
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