Grail Quest #3: The Shadow Companion

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Kundalini and the truth of Fairies, Elves, Giants, Grail quest

No additional import charges at delivery! This item will be shipped through the Global Shipping Program and includes international tracking. Learn more - opens in a new window or tab. There are 1 items available. Dragon Stone by John Conlee - - pages. Earth's Magic by Pamela F. Service - - pages. Excalibur by Tony Lee, Sam Hart - - pages. Family knights by Brenton G. Yorgason, Margaret Yorgason - - pages. Fortress of Mist by Sigmund Brouwer - - pages. Gawain and Lady Green by Anne Crompton - - pages. Greenwitch by Susan Cooper - - pages.

Grail Quest #3: The Shadow Companion

Guardians of the Grail by J. Church - - pages. Guinevere's Gamble by Nancy McKenzie - - pages. Guinevere's Gift by Nancy McKenzie - - pages. Heartless Dark by J P Buxton - - pages. Here Lies Arthur by Philip Reeve - - pages. I am Mordred by Nancy Springer - - pages. Illusions by Aprilynne Pike - - pages.

Lowe, Neil O'keeffe - - pages. Lowe - - pages. King Arthur by Gwyn Thomas - - pages. King Arthur by James Riordan - - 89 pages. King Arthur by A. Smith - - 4 pages.

King Arthur by Felicity Brooks - - 83 pages. Richards - - 63 pages. Knights of the Round Table by Gwen Gross - - pages. Parker, Catherine O'Neill - - 32 pages. Merlin by Jane Yolen - - 91 pages. This is also one of the rare gamebook series that aren't set in a fantasy world. The narrator reads the book based on choices he makes, but at the end he goes back to make different major choices, and read those alternate paths to the end.

The book itself is quite interesting too, as Demian says in his synopsis: " As with most books in this series, the game design is of much higher quality than the actual writing. Star Challenge is a ten-book series published under the auspices of Dell's Yearling division, a division set up to print children's books. Aimed at kids aged years old, the series is reasonably well written and is at the right difficulty level for this age group, although neither the puzzles nor the premises are as fun as the far superior Be an Interplanetary Spy series.

There is good use of a wisecrack robot companion named 2-Tor, and big font to make the books readable for younger kids. Each book offers multiple endings - you can die in several ways, or be awarded different scores depending on which ending you get. All in all, a decent series for younger kids that is far from the quality of Be an Interplanetary Spy or Knightmare. Description from Demian's page about this ultra-rare series: "This series, originated by Cambridge University Press in , consists of simple, Choose Your Own Adventure style books free from dice-rolling or other game mechanics.

Despite their mechanical simplicity and the fact that like most gamebooks they're aimed at children, they feel like they're aimed at a more mature audience than most of their American counterparts. One of the earliest 'gamebooks,' this is a TutorText on cooking that spans a wide variety of recipes. As in most TutorText, picking a wrong answer from the list of multiple choices will get you to a paragraph that explains why you are wrong, and asks you to go back to choose again. I find the recipes in this book not all that interesting - but then again, perhaps cooking was much more boring in the early s than today.

Demian's overview: "These books, published toward the end of the popularity of gamebooks in the United Kingdom, were designed as a sort of diceless answer to Fighting Fantasy. Many of the books have more experimental, unconventional plots than the average gamebook, and the entire series contains no random elements at all.

At the start of each book, the reader picks a character from a list of pregenerated options.

Characters consist of a list of skills, a number of Life Points and a list of equipment and money. During play, success or failure in various actions is determined by whether or not the chosen character has the appropriate skills for the job. In , a few years after the end of the series, author Paul Mason started the Panurgic Adventures line, reprinting one of the books from this series; further titles have been announced, but it is yet to be seen whether or not they will be produced.

One of the best gamebook titles ever made, The Way of the Tiger is a 6-book series with strong Oriental influence similar to Origin's Moebius series of computer games. Written by Mark Smith and Jamie Thomson, and published by Knight Books between and , the series stars your character as a trained ninja warrior, tackling all manner of evil in the world of Orb.

Similar to other RPG-style gamebooks, each book in the series can be played separately, but playing them in sequence is recommended to grasp a large and complex overall storyline. The coolest part of these books is the combat system: you have a number of martial arts moves at your disposal with names like "Teeth of the Tiger Throw" and "Leaping Tiger Kick" , as well as some very nifty ninja abilities including the ability to feign death, shoot poison darts and shuriken, and escape from chains. The passages are much longer and more descriptive than your average gamebook, and while the Japanese mythos sometimes appears hokey and bordering on stereotypical, the series as a whole is very well-written and provides well-balanced gameplay.

From Andrew Schultz' overview of this series based on on of Infocom's most famous text adventures: "The Zork gamebooks were about a hundred and twenty pages each and had only ten puzzles. Like the game it kept score, although unlike the game you got only one point for each puzzle. Most of the time at the story's end you got another try, except in certain amusing situations.

The pattern was very linear in fact, you almost exclusively moved forward in pages through the book and it was almost like a story-book in that regard. The books were written in the third person, as you make the choices for two likable youngsters named Bill and June, who become Bivotar and Juranda when they enter Zork and are guided by King "Uncle" Syovar. The books had much of Zork's humor the cover page was especially catchy, being an early start to the gamebook! Indeed, whenever they tried to be non-linear, they usually admitted inconsistencies.

However, running jokes like a cheater trap in each book, along with characters that reappeared, made these books very likable. Overall, a fun gamebook series that fans of the games will enjoy, although the puzzles are far too easy to challenge any gamebook fan. Recommended Zork links: Zork Gamebooks Page - by Andrew Schultz, including detailed review of each book and breakdown of puzzles Chronology of Quendor - a must-visit for every Zork fan.

Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion
Grail Quest #3: The Shadow Companion Grail Quest #3: The Shadow Companion

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