The reader, in the role of the orphaned nephew of Uncle Morgan, chooses the course of the action in a story in which Uncle Morgan disappears, leaving behind a bloody dagger stabbed through the carpet.
Asks the reader to choose the path of the plot in a story in which members of the Zondo Quest Group II research team go missing, possibly taken prisoner by the deadly Ant People, who are the Evil Power Master's new allies in his quest to control the universe.
Asks the reader to choose the plot path of a story set in 2045, in which the U.S. has split into three hostile sections and a young spy--the reader--must make it home alive to bring news of a planned invasion.
Asks the reader to choose the plot path in a story in which most of a medical team researching tropical diseases goes missing in the Amazon jungle, leaving a young doctor--the reader--alone.
The reader investigates the dwindling oil supply that threatens life on Earth and can choose between alternative adventures, each leading to twenty-two possible endings.
The reader is taken aboard a space cruiser to research two different planets and can choose between alternative adventures, each leading to forty-two possible endings.
Contains four stories about a glass house, a friend's disappearance in Mexico, the African Road Rallies, and a young spy trying to protect America in which the reader is asked to choose the plot paths.