Blackstone's Magic Adventure


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About a year after releasing the last Zork book, Tor books printed these three books as a continuation of their What-Do-I-Do-Now line of books. The books, all of which are mysteries involving Blackstone the magician, are simple Choose Your Own Adventure-style books, each with instructions on how to do a magic trick in the back as a bonus. Like the Zork books, they're written in the third person. A year after this series was released, a new Blackstone-related gamebook series, Blackstone's Magical Adventure, came out. It also used the What-Do-I-Do-Now series title but was aimed at younger readers.

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 1. The Case of the Mummy's Tomb
Author: Milo Dennison
Illustrator: Fran Stiles (cover), Paul Abrams (interior)
First Published: September, 1985
ISBN: 0-812-56251-8 (American), 0-812-56252-6 (Canadian)
Length: 125 pages
Number of Endings: 19
Plot Summary: Blackstone and two amateur detectives, Amanda and Alex Roberts, must investigate the construction site of what will be the world's tallest building, where supernatural events have supposedly been occurring. The investigation leads to all sorts of strange events involving Egypt, rock stars, alchemy and, of course, magicians.
My Thoughts: This is a really weird book. Not particularly good, but really weird. The events in it have almost nothing at all to do with the introduction, and most (if not all) of the endings are rather anti-climactic. It also suffers from rather poor layout; if a choice leads you to the opposite page and you can clearly see "THE END" at the bottom of that opposite page, you are unlikely to make that choice. At least some of the magic tricks taught in the text are kind of clever, though...

 2. The Case of the Gentleman Ghost
Author: John M. Ford (credited as Milo Dennison)
Illustrator: Fran Stiles (cover), Paul Abrams (interior)
First Published: September, 1985
ISBN: 0-812-56253-4 (American), 0-812-56254-2 (Canadian)
Length: 123 pages
Number of Endings: 6
Plot Summary: Cal and Rita, two of Blackstone's assistants, try to catch a jewel thief called Gentleman Jack who has returned after forty years to the Falcon Cliff Lodge, once a favorite vacation spot for movie stars.
My Thoughts: This is a much more straightforward mystery than the previous book in the series. While I've seen better-designed mystery gamebooks, this is still a fairly satisfying read.

 3. The Case of the Phantom Treasure
Author: Milo Dennison
Illustrator: Fran Stiles (cover), Rick De Marco (interior)
First Published: September, 1985
ISBN: 0-812-56255-0 (American), 0-812-56256-9 (Canadian)
Length: 126 pages
Number of Endings: 16
Plot Summary: Nina and Teddy Wise must save their family's circus from bankruptcy. They can do this either by searching for an old family treasure or by developing anti-gravity boots.
My Thoughts: This book is closer in tone to the first book of the series rather than the second, but it's at least somewhat more coherent. It's still rather bizarre, though... I can't help wondering what anti-gravity boots have to do with anything.


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