You and your dog Homer are walking home from school one day. You throw a stick and Homer chases it right into an abandoned house. The house looks so creepy that you are scared to go in. But you've got to find Homer! He's your best friend. There are lots of places you can look. Where do you start? If you go to the cellar to find Homer, turn to page 10. If you follow the mysterious woman who says she knows where Homer is, turn to page 6. Everything that happens to you in the haunted house depends on the choices you make. Some of your adventures will be scary, some of them will be funny, but all of them will be fun!
A story of a search for a pirate's treasure is designed so that the reader can decide what adventures to experience
The actions of a robot, rescued from a garbage can, are chosen by the reader
Gorga, the huge purple monster from the deep, turns up on the beach to lead young readers on an adventure in which they can select actions and influence outcomes
Every young reader can join Cousin Stevie in causing a chemistry set to go crazy and fill the house with bubbling green slime, in an adventure with several possible outcomes
Indian Trail by R. A. Montgomery takes YOU on an adventure to try and save your village from a terrible drought. Your 6-8 year old reader will bravely search for the kachinas, powerful spirits that help people, facing shadowy wolves, mystical owls, enchanting bears and other thrilling encounters along the way! Choose Your Own Adventure Indian Trail is an interactive adventure book in which YOU decide what happens next. Will you bring your grandfather with you? Or stop to help a wounded bear? Should you ask the Wise One what is in the bundle he carries? For readers that enjoyed other titles from the Choose Your Own Adventure Dragonlark series including: The Haunted House by R. A. Montgomery, Return to Haunted House by R. A. Montgomery, and Ghost Island by Shannon Gilligan.
Paperback: 64 pages Publisher: Yearling (May 1, 1983) Language: English
The reader makes choices which determine the outcome of the story and the kinds of adventures he will have after finding a genie in a strange-looking bottle
The reader's choices determine the course of the story of a camping trip disrupted by an encounter with the horrifying monster, Bigfoot
Champ is a mysterious creature that lives in the lake beside your grandparents' house. You and your sister spend the summer searching for Champ. In your search, you might discover some stolen emeralds, explore an old haunted house, or find yourself swimming for your life! It all depends on the choices you make. Some of your adventures will be scary, some will be exciting, but all of them will be fun!
Young readers encounter a host of exciting adventures and surprises during their first summer away at camp, in this multiple plot tale
The young reader becomes the commander of a rescue spaceship on a special mission to aid a spaceship in trouble and must cope with an asteroid shower, black holes, pirates, and other dangers.
The reader determines the outcome of an adventure with an ancient Egyptian mummy in a spooky tomb.
The young reader is whisked off on an enchanted carpet to an amazing series of adventures through ancient Arabia, in this multiple-plot tale
Trapped in an ice cave during an avalanche, the young reader discovers a cave man, a cave boy, and a woolly mommoth that are coming back to life after having been frozen twenty thousand years before
When the reader discovers that the house is on fire and the firehouse is over a mile away, the only source of help is a neighbor, an old lady that everyone thinks is a witch
The reader, a member of a peace-loving tribe of Irish fairies, embarks on a search for Princess Morgana, the kidnapped daughter of the fairy king
The young reader becomes the unwilling passenger aboard a runaway spaceship programmed to make a two-year trip around Mars
After being left outside as punishment for destroying a shoe, your dog Ralph disappears. You, of course, set off to find him.
The reader's choices determine what will happen when bus passengers, stranded by a blizzard, encounter two mysterious witches at the inn
On a dare, the reader is asked to spend the night alone in a haunted cemetery in this chilling, multiple-plot adventure
Using a magical potion designed to make plants grow larger has unexpected consequences when a garden of monster plants takes over the reader's yard
A day camp's visit to the Statue of Liberty is enlivened by the escape of a michievous pet flying squirrel, who secretly accompanied the reader on the trip.
Choose from 9 possible endings in this interactive book from the bestselling Choose Your Own Adventure series, now for 5- to 8-year-old readers! Filled with colorful illustrations, these books for little kids make reading together extra fun. But be careful!!! The choices YOU make might lead you to a secret kingdom. As YOU explore the enchanted forest, you will learn about different types of owls. Can the saw-whet owl show you who you will be when you grow up? If you meet the owl spirit of the forest, will all of your wishes come true? Who are the friendly, furry Zoonies playing croquet? You might travel to a magical world or fly through the treetops! Or at the very least enjoy some delicious raspberries.
Invited to a Halloween party at an eerie old mansion, the reader ends up at a celebration at which the guests are real ghosts, goblins, and witches
When an ordinary sand castle is transformed into a real castle overnight, the reader is led into a fantastical adventure
While journeying by caravan from Tibet to India, the reader comes face to face with dangers ranging from bandits to the Abominable Snowman and encounters the mysterious secrets of the ages.
The reader follows the Easter bunny and becomes involved in a series of adventures
Accompanying Aunt Molly, a stuntwoman, on location in Canada to make a movie, the reader becomes embroiled in the mystery of someone trying to ruin the movie studio.
While investigating a mysterious light on the peak of Burro Mountain, the reader is plunged into adventures involving a ghostly cowboy, dangerous outlaws, and buried treasure
Readers travel back in time to Victorian London where they can either try to get home or stay to discover what an old-fashioned Christmas is all about
The reader's decisions will determine what happens when a bump on the head leaves the reader with the ability to see the future
The reader, mysteriously transported to Zopland, makes decisions which may or may not lead to the great Zopper toothpaste treasure
After accidentally stumbling into a hole, the reader is hurled back one hundred million years into the past, where a fierce Tyrannosaurus Rex and other dangerous dinosaurs threaten to attack
A creaky old house in Plymouth, Massachusetts, becomes a time portal for a series of fantastic adventures leading back to an early Thanksgiving
Moving into a big old family with their family, young readers stumble upon a mysterious old cape in the attic that gives the wearer the power of invisibility.
The reader assumes the role of stablehand in charge of Straight Shooter, Uncle Bill's racehorse, but when the jockey becomes ill on the day of the Kentucky Derby, the reader must ride in the big race
After being swept overboard from an ocean liner you have to make decisions to survive, hopefully correct ones.