Which Way Books


  This page is no longer being updated. For the new version, click here.

This 24-book series started in 1982, ended in 1986, and was published by Simon & Schuster under the Archway imprint. The books were aimed at readers of the Choose Your Own Adventure series, though they were considerably less text-heavy, making for extremely fast reading. There are two notable things about this series. First of all, it includes Sugarcane Island, which is among the first gamebooks ever written. Secondly, the series contains two Star Trek adventures which should be of interest to collectors.

I believe that the information on this page is nearly complete; all that's missing are one or two alternate cover scans. If you find any errors or have a copy of a book with an alternate cover design that you wish to sell me, send an e-mail to demiankatz@gmail.com.


 1. The Castle of No Return
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Mike Eagle
First Published: January, 1982
ISBN: 0-671-43265-6 (early printings), 0-671-45756-4 (later printings)
Length: 116 pages
Number of Endings: 34
Plot Summary: When investigating the strange sounds which interfered with your TV, you discover a castle in the woods behind your house.
My Thoughts: There's not a whole lot of depth to this book; in fact, it almost feels like a summary of some longer book. Fortunately, the game aspect of the book is quite good, with two areas to explore, each with a distinct mission to complete.

 2. Vampires, Spies and Alien Beings
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Anthony Kramer
First Published: January, 1982
ISBN: 0-671-43264-8 (early printings), 0-671-45758-6 (later printings)
Length: 120 pages
Number of Endings: 32
Plot Summary: You win a trip to see three movies being filmed. Unfortunately, the day you visit the set a new special effects device malfunctions, causing all of the movies to become real.
My Thoughts: Not many gamebooks mix horror, science fiction, and espionage, and though the plot device this one uses is pretty cheesy, it's still a lot of fun. As with most books in this series, the game design is of much higher quality than the actual writing.

 3. The Spell of the Black Raven
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Anthony Kramer
First Published: January, 1982
ISBN: 0-671-45757-8
Length: 120 pages
Number of Endings: 37
Plot Summary: Your uncle, an anthropologist, sends you a magical raven as a birthday gift.
My Thoughts: This is an average entry in the series. It goes in lots of different directions, but I didn't find it as interesting as the first two.

 4. Famous and Rich
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Mike Eagle
First Published: March, 1982
ISBN: 0-671-47375-1
Length: 136 pages
Number of Endings: 43
Plot Summary: A mysterious old man gives you the opportunity to become an explorer, a detective, or a movie star.
My Thoughts: Like the second book in the series, this one includes many different kinds of adventure all in one story. It's quite entertaining.

 5. Lost in a Strange Land
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Lorna Tomei
First Published: April, 1982
ISBN: 0-671-44110-8
Length: 133 pages
Number of Endings: 43
Plot Summary: When exploring lava tunnels in an old volcano, you come across a magical world of fantasy.
My Thoughts: These Which Way books sure manage to cram a lot of stuff into a small amount of space; there are so many myths and legends referred to here it's hard to keep track of them (though they are all very, very familiar). All in all, a pretty good fantasy adventure, assuming you can deal with the literary shortcomings of this series.

 6. Sugarcane Island
Author: Edward Packard
Illustrator: Barbara Carter
First Published: March, 1978 (see below for further details)
ISBN: 0-671-47377-8
Length: 119 pages
Number of Endings: 39
Plot Summary: Your ship is wrecked by a huge wave and you must find a way to survive on an isolated and dangerous island.
My Thoughts: This is historically a very important book, being one of the earliest gamebooks ever published. It was written in 1969 and first printed in 1976 by Vermont Crossroads Press. In 1978, it was reprinted as an Archway paperback, first under the Adventures of You banner and later without it. In 1982, the cover was slightly changed, and the book became part of the Which Way series. In 1986, the book was revised and expanded and published as Choose Your Own Adventure #62. This book wouldn't be particularly exceptional if it weren't among the first of its kind, but it's worth reading if only to see where it all started.

  7. Curse of the Sunken Treasure
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Lorna Tomei
First Published: June, 1982
ISBN: 0-671-45098-0
Length: 115 pages
Number of Endings: 40
Plot Summary: A green light wakes you one night and your attempts to locate its source lead you to treasure hunters.
My Thoughts: Despite its combination of sea serpents, aliens, and pirates, this book doesn't have as much variety as many of the other books in this series. Fortunately, it does have a few decoder puzzles to liven things up a bit, though they aren't very important to the flow of the book.

 8. Cosmic Encounters
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Doug Jamieson
First Published: September, 1982
ISBN: 0-671-45097-2
Length: 118 pages
Number of Endings: 39
Plot Summary: Your first solo space flight leads you to various science fiction adventures.
My Thoughts: For some reason this book seemed worse than usual... I just didn't like it very much, perhaps because it starts off with a fairly stupid and unlikely situation and gets sillier from there. You'd think after three years of training you'd follow basic safety procedures more carefully! Sheesh.

 9. Creatures of the Dark
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Gordon Tomei
First Published: December, 1982
ISBN: 0-671-46021-8
Length: 118 pages
Number of Endings: 35
Plot Summary: You are sucked from your boat into a strange fantasy world.
My Thoughts: Some of the mythological creatures that were missed in book 5 are covered here, plus the typical R. G. Austin aliens are present. The most interesting novelty in this book is a series of pages which must be passed by solving math problems... This is an interesting change of pace, but is not unique. Math problems have also been featured in the Fighting Fantasy and Lone Wolf series.

 10. Invasion of the Black Slime
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Joseph A. Smith
First Published: March, 1983
ISBN: 0-671-46020-X
Length: 118 pages
Number of Endings: 24
Plot Summary: After a cross-country bike trip, you experience something horrible - an encounter with mysterious slime, a visit to the house of a mad scientist, or a night in a haunted house!
My Thoughts: The slime and mad doctor stories are pretty typical... The haunted house one tries to represent the endurance test of spending the night by making you read 17 pages of text with no choices. Unfortunately, this isn't particularly effective, and simply makes the book a lot less interactive. On the up side, this book contains some scenes which are actually fairly horrific; most gamebooks for this age group are much weaker in their attempts to be scary.

 11. Space Raiders and the Planet of Doom
Author: Stephen Mooser
Illustrator: Gordon Tomei
First Published: August, 1983
ISBN: 0-671-46732-8
Length: 118 pages
Number of Endings: 42
Plot Summary: You are an assistant working for a space salvage operation. While everyone else is away on vacation, two opportunities present themselves. You can attempt to prevent a huge explosion or you can battle space pirates. Either way, you may end up with lots of money!
My Thoughts: There's more text in this book than in most Which Way books, but that doesn't stop it from having lots of twists and endings. There's nothing unusual here, but it's not a bad science fiction adventure. Much to my joy, my copy is autographed!

 12. Trapped in the Black Box
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Doug Jamieson
First Published: December, 1983
ISBN: 0-671-46731-X
Length: 118 pages
Number of Endings: 36
Plot Summary: You volunteer to test the time-travel devices in an amazing new museum and are given the opportunity to explore the World of Fantasy Creatures, the Earth of the Future, or the World of Dreams.
My Thoughts: This stands out as one of the strangest of the Which Way gamebooks. The World of Dreams section is surreal, the World of Fantasy Creatures features a vampire riding a Brontosaurus, and at one point you will be given any wish in the world if you can find 40 words in the word MANTICORES. Wonderful stuff!

 13. Starship Warrior
Author: Stephen Mooser
Illustrator: Gordon Tomei
First Published: April, 1984
ISBN: 0-671-50859-8
Length: 118 pages
Number of Endings: 39
Plot Summary: You are a reporter in the future. You are given a choice: witness the capture of an intergalactic gangster or attend the test of a new matter-transmission device.
My Thoughts: This is definitely one of the worst Which Way books. The plot is even more derivative and stupid than usual, most of the characters are half-human/half-animal, and there's nothing new in the gameplay.

 14. Poltergeists, Ghosts and Psychic Encounters
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Joseph A. Smith
First Published: May, 1984
ISBN: 0-671-46977-0
Length: 118 pages
Number of Endings: 19
Plot Summary: You go on vacation to visit your uncle and end up investigating various strange occurences with him.
My Thoughts: The stories told in this book are some of the best in the series, and it appears that some research went into the book. There are also instructions for testing your ESP. All in all, a nifty little book.

  15. Star Trek: Voyage to Adventure
Author: John M. Ford (credited as Michael J. Dodge)
Illustrator: Gordon Tomei
First Published: June, 1984
ISBN: 0-671-50989-6 (original cover), 0-671-62492-X (new cover)
Length: 118 pages
Number of Endings: 46
Plot Summary: You are an ensign assigned to the starship Enterprise. You are given the choice to work in engineering, on the bridge, or in the science laboratory.
My Thoughts: There's nothing too special about this as a gamebook, but it is probably of interest to Star Trek collectors and fans. Probably because of the Star Trek license, the book was successful enough to get reprinted several times, ultimately showing up with the revised look of the last few books in the series.

 16. The Shadow Stealers
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Paul Lehr (cover), Gordon Tomei (interior)
First Published: December, 1984
ISBN: 0-671-52635-9
Length: 118 pages
Number of Endings: 34
Plot Summary: Your job as a reporter allows you to discover the horrible truth - the Earth has been invaded by aliens!
My Thoughts: This book has a more unified plot than many gamebooks, which makes it fairly interesting even though it doesn't have anything particularly unusual in it.

 17. Invasion of the Mutants
Author: Stephen Mooser
Illustrator: Paul Alexander (cover), Lorna Tomei (interior)
First Published: January, 1985
ISBN: 0-671-52634-0
Length: 118 pages
Number of Endings: 43
Plot Summary: You are accepted into the Galactic Starsquad and presented with two possible missions: enter a race to raise money for a new medical ship or deliver an antidote to a planet afflicted by a terrible plague.
My Thoughts: This is a typical Stephen Mooser book - a collection of relatively uninteresting science fiction cliches without any real innovation. The most notable thing about this book is that it is the first in the series to use a more colorful logo on the cover.

  18. Islands of Terror
Authors: Rita Golden Gelman and Nancy Lamb (credited as R. G. Austin)
Illustrator: Paul Alexander (cover), Joseph A. Smith (interior)
First Published: February, 1985
ISBN: 0-671-52636-9
Length: 117 pages
Number of Endings: 31
Plot Summary: You discover strange worlds in the Bermuda Triangle after your cruise ship is destroyed.
My Thoughts: This is another Which Way book made more interesting by unusual details - it has a visual puzzle and a language glossary for some mysterious creatures. These extras make the whole thing a bit more fun. On an unrelated note, some may be interested to know that the price of this book was raised before the first printing sold out -- both copies pictured above are first editions, but look what's been done to the price of the one on the right!

 19. Nightmare Planet
Author: Stephen Mooser
Illustrator: Romas Kukalis (cover), Joseph A. Smith (interior)
First Published: May, 1985
ISBN: 0-671-52633-2
Length: 118 pages
Number of Endings: 45
Plot Summary: You're a young scout working for some sort of space patrolling organization, and you have a choice of missions: investigate the disappearance of intelligent life from planet 3CG, or battle a gigantic, world-destroying crystal in the Signus Arton system.
My Thoughts: This book has it all: magic, space pirates, starship battles, giant monsters... but it somehow manages not to be terribly engaging, despite a few amusing moments thrown in here and there.

 20. Mind Bandits
Author: Stephen Mooser
Illustrator: Romas Kukalis (cover), Joseph A. Smith (interior)
First Published: August, 1985
ISBN: 0-671-55829-3
Length: 118 pages
Number of Endings: 41
Plot Summary: You are the last person left on space station Star Voyager One after the rest of the crew have disappeared due to causes unknown...
My Thoughts: This autographed copy was a gift from the author (for which I am most grateful, since it completed my set!). The book's setup initially seems to show a potential for claustrophobic horror reminiscent of Invasion of the Black Slime. Unfortunately, this potential isn't used, but the twisted and action-packed paths that the book follows have some great moments ("Over the years, you've grown attached to your brain...") and lots of variety.

 21. Ten-Ton Monster
Author: Nancy Lamb (credited as R. G. Austin)
Illustrator: Les Edwards (cover), Joseph A. Smith (interior)
First Published: December, 1985
ISBN: 0-671-55820-X
Length: 117 pages
Number of Endings: 38
Plot Summary: In order to become the Grand Master of your planet, you have to complete three dangerous missions: kill a huge monster, defeat an infamous criminal, and destroy a magic crystal.
My Thoughts: This Which Way book is quite good; it has three distinct missions, but in order to be completely victorious you have to finish all three missions. This makes it more coherent than most books in the series, yet still retains the variety that makes the series interesting. This is also the first Which Way book to use the third and final cover design, which uses a new logo, a larger cover illustration, and a bright background color.

 22. The Champ of TV Wrestling
Authors: Barbara Siegel & Scott Siegel
Illustrator: Richard Berry (cover), Joseph A. Smith (interior)
First Published: February, 1986
ISBN: 0-671-61094-5
Length: 118 pages
Number of Endings: 29
Plot Summary: Your intense dislike for the current reigning champion of TV wrestling induces you to attempt to fight your way to the top.
My Thoughts: This is not a high point in the series. A combat oriented book isn't too interesting without a combat system, and there are enough bad puns to cause severe internal bleeding.

 23. Monster Express
Author: Stephen Mooser
Illustrator: Don Brautigam (cover), Joseph A. Smith (interior)
First Published: March, 1986
ISBN: 0-671-55828-5
Length: 118 pages
Number of Endings: 43
Plot Summary: You are an employee of the Starstreak Express Messenger Service. You are given a choice of two important assignments: deliver a letter announcing the successor to a throne or return a priceless figurine to its rightful home planet.
My Thoughts: This is probably Stephen Mooser's best work, with some neat riddles and a slightly more interesting plot than usual.

 24. Star Trek: Phaser Fight
Authors: Barbara Siegel & Scott Siegel
Illustrator: Boris Vallejo (cover), Gordon Tomei (interior)
First Published: December, 1986
ISBN: 0-671-63248-5
Length: 118 pages
Number of Endings: 28
Plot Summary: Once again, you are an ensign assigned to the Enterprise to gain experience. This time, you get to choose between working with McCoy, Spock, or Kirk.
My Thoughts: This book is almost exactly like Star Trek: Voyage to Adventure. It's slightly better written, but still not terribly notable as a gamebook. The Star Trek content and Boris Vallejo cover might make it something of a collector's item, though. This was the last book in the Which Way series.


Demian's Gamebook Web Page (c) 1998-2003 Demian Katz