Drawing on his own experience and examples from history, literature, and research psychology, Edward Packard concluded that there are three keys to making consistently wise decisions. He sets them forth in this book.
You're hiking in the remote mountains of Nepal when you discover an ancient temple. You go in to take a look around. Suddenly, you feel the strength seeping out of your body. A mysterious monk appears before you. He tells you that you've invaded a forbidden temple. As punishement you must leave your human life behind--and become an animal. Choose from 14 possible endings.
Choose your fate—and multiple endings—as you quest for medieval gold in this custom-made adventure. U-Ventures®: Edward Packard’s classics, revised and expanded for today’s readers! The best in interactive adventure fiction—challenging, stimulating, and tremendous good fun! Also at the App Store on iTunes. In The Forbidden Castle, The Cave of Time has brought you back to medieval England. Can you solve the riddle of the Forbidden Castle? Riches await, but the king wants the fortune for himself—and his army is right behind you. Will you be able to get away? Or should you stay for the gold? In the U-Ventures series, you decide how the story ends. And the more choices you make, the more endings there can be!
The reader has just finished graduate school at the age of 14 and must decide what to do with a genius-level IQ. Will the reader go into business and make a fortune or work for the government designing spaceships?
The reader's decisions control the fate of a slowly improving skateboarder who gets a chance to be coached by the leader of the school's skateboarding group.
You're headed for your worst vacation ever: while the rest of your family is vacationing in Hawaii, you have to work on your uncle Norbert's pig farm raising money to replace the roof you accidentally destroyed with your gunpowder rocket. Suddenly the bus you are on sputters to a halt, and it's still six miles away from the farm! You're hot, hungry, tired, and thirsty, and big, dark clouds are building up on the horizon. It'll take hours before a tow truck arrives and gets you going again. If you decide to get off the bus and walk, turn to page 56. If you decide to try to get some sleep until the tow truck comes, turn to page 9. But be careful! This bad day could get a lot worse -- you might get caught in the middle of a terrible storm, sucked up into a tornado! Or you may finally make it to your uncle's pig farm -- where your adventures really begin! What happens next in the story? It all depends on the choices you make. How does the story end? Only you can find out! And the best part is that you can keep reading and rereading until you've had not one but many incredibly daring experiences!
The reader assists Jane and Michael in determining whether a spooky stone house is really cursed. By choosing specific pages, the reader determines the outcome of the plot.
Your doctor tells you that you have undergone a very rare genetic change that gives you superstar abilities - in sports, painting, music. You can be anything you want! What will you choose?
This book has been considered by academicians and scholars of great significance and value to literature. This forms a part of the knowledge base for future generations. So that the book is never forgotten we have represented this book in a print format as the same form as it was originally first published. Hence any marks or annotations seen are left intentionally to preserve its true nature.
Two weeks in New York City with your cool 25-year-old uncle Henry--freedom, at last! Your parents weren't crazy about the idea, but they're going to Japan and aren't about to leave you at home alone. But when you get to the city, things go horribly wrong. You're kidnapped by a gang of thugs that forces you to help them pull off a jewel heist. Next thing you know, your face is plastered all over the front pages of every New York City newspaper. You're on the run, accused of a crime you didn't mean to commit--how can you prove you're innocent?
When Matt Terrell, new to the neighborhood, makes friends with ESP McGee, a supposed genius with extrasensory perception, they become involved with terrorists interested in sabotaging a nuclear plant.
Earth falls victim to an enigmatic, advanced race whose space fortress is moving closer all the time. Faster Than Light features a special introductory price of $1.99.
Readers are placed in the character of a young person who discovers a UFO in the woods and climbs inside, only to be carried off to a time in which the world is controlled by alien forces, in a story with several possible endings.
The reader, en route to the third planet from Altair to seek the source and meaning of extraterrestrial messages, is given choices to make determining the course of the spaceship and the survival of its crew.
Can you survive an adventure on Sugarcane Island? The reader connects the passages through a series of decisions that can bring survival and rescue or certain death.
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