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Choose Your Own Adventure: Young Readers
Books in series
#2
The Haunted House
1981
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!
#3
Sunken Treasure
1982
The reader is asked to make choices which will determine the outcome of a search for sunken treasure.
#4
Your Very Own Robot
1982
Your parents are scientists and inventors. One day, they throw some pieces of a robot into the trash. If you can figure out how to put the pieces together, you'll have a robot of your very own! But do you know enough to control it? Are you ready for the adventure your very own robot will bring will bring? Do you dare dive into a vat of ice cream to save your robot? Do you take your robot to with you school? Should you try and fight off the Pirates who want your robot? YOU choose what happens next! Good luck...
#5
Gorga, the Space Monster
1982
Book by Packard, Edward
#6
The Green Slime
1982
The reader is given choices to make in order to fight the green slime made from a chemistry set.
#7
Help! You're Shrinking
1983
You see a strange bottle. You pick it up and the blue liquid splashes on your arm. Suddenly you shrink and you're no taller than a blade of grass! Will you be able to get back to size? It all depends on the choices you make in this Choose Your Own Adventure book.
#8
Indian Trail
1983
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 The Haunted House by R. A. Montgomery, Return to Haunted House by R. A. Montgomery, and Ghost Island by Shannon Gilligan.
#9
Dream Trips
1983
By making choices, readers can experience a variety of adventures and decide what will happen while they are dreaming
#10
The Genie in the Bottle
1983
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
#11
The Bigfoot Mystery
1983
You're on your first camping trip. You and your cousin Sam have been exploring the mountain trails. Suddenly you hear Sam shout "Help!" A huge creature is holding him high in the air. It has an ape's body, a man's face and a pointed head.
Authors
R.A. Montgomery
Author · 58 books
Edward Packard
Author · 78 books
Susan Saunders
Author · 61 books
Jim Razzi
Author · 25 books
Lynn Sonberg
Author · 1 book
Shannon Gilligan
Author · 13 books
Judy Gitenstein
Author · 1 book
John Woodcock
Author · 1 book
Stephanie Spinner
Author · 22 books
Julius Goodman
Author · 4 books
Deborah Lerme Goodman
Author · 5 books
Jennifer Bach
Author · 1 book
Sara Compton
Author · 2 books
Anne Bailey
Author · 2 books
Adele Read
Author · 1 book
Choose Your Own Adventure: Young Readers
Series ·
39
books · 1981-1992
By
R.A. Montgomery
,
Edward Packard
,
Susan Saunders
, and more
#12
The Creature from Miller's Pond
1983
One summer day, you and your best friend Hal are fishing at Miller's Pond. Suddenly a large green creature with bulging eye pops out of the water. You run, but it follows you home!
#14
The Lake Monster Mystery
1983
You and your sister Hannah are on vacation at Lake Champlain in Vermont. You have heard a lot of stories about Champ, a huge monster some people say lives in the lake. You and Hannah are sure that if this monster is real, you can find it! You also find clues to a strange mystery of missing jewels.
#15
The Three Wishes
1984
Your aunt Louise gives you a charm which will grant you three wishes...
#16
Dragons!
1984
The reader's decisions will determine what adventures a poor young knight will have while searching for a dragon's treasure
#18
Summer Camp
1984
Young readers encounter a host of exciting adventures and surprises during their first summer away at camp, in this multiple plot tale
#19
The Tower of London
1984
On a journey to Britain to visit a cousin whose father is a guard at the Tower of London, the reader encounters a host of ghosts, robbers, and a headless woman who haunt the landmark at night.
#20
Trouble in Space
1984
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.
#21
Mona Is Missing
1984
Choose Your Own Adventure book
#23
The Polar Bear Express
1984
The reader can choose many adventures while visiting an Eskimo friend.
#24
The Mummy's Tomb
1985
The reader determines the outcome of an adventure with an ancient Egyptian mummy in a spooky tomb.
#25
The Flying Carpet
1985
The young reader is whisked off on an enchanted carpet to an amazing series of adventures through ancient Arabia, in this multiple-plot tale
#26
The Magic Path
1985
The reader and two friends discover a magic path that takes them on an extraordinary journey encountering Buffalo Bill, Merlin the sorcerer, a ferocious dinosaur and other intriguing characters.
#28
Fire!
1985
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
#29
The Fairy Kidnap
1985
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
#31
Lost Dog!
1985
After being left outside as punishment for destroying a shoe, your dog Ralph disappears. You, of course, set off to find him.
#33
Ghost Island
1986
You are on an exciting sailing trip with your family. Some kids who live on the island tell you about an old graveyard they think is haunted. Are you brave enough to visit it?
#36
Owl Tree
1986
Owl Tree by R. A. Montgomery takes YOU on an extra special hiking adventure! Your 6-8 year old reader will meet talking owls, travel to a magical world, and fly through the treetops! Choose Your Own Adventure Owl Tree is an interactive adventure book in which YOU decide what happens next. As you explore the enchanted forest, you 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 furry Zoonies playing croquet? For readers that enjoyed other titles from the Choose Your Own Adventure Dragonlark series Lost Dog by R. A. Montgomery, Search for the Dragon Queen by Anson Montgomery, and Sand Castle by R. A. Montgomery.
#37
Haunted Halloween Party
1986
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
#38
Sand Castle
1986
When an ordinary sand castle is transformed into a real castle overnight, the reader is led into a fantastical adventure
#39
Caravan
1987
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.
#40
The Great Easter Bunny Adventure
1987
Readers can follow the Easter Bunny back and forth through time.
#41
The Movie Mystery
1987
Your Aunt Molly, the famous stuntwoman, is on location in Canada. During your visit there, one of the props mysteriously breaks, and Molly is injured. You can choose to learn the stunts yourself and solve the mystery of who's trying to ruin the studio!
#44
You See the Future
1988
The reader's decisions will determine what happens when a bump on the head leaves the reader with the ability to see the future
#45
The Great Zopper Toothpaste Treasure
1988
An experiment with a chemistry set transports the reader to the magical world of Zopland.
#46
A Day with the Dinosaurs
1988
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
#48
You Are Invisible
1989
The reader and his or her family has just moved to a big old house where it is necessary to rummage through the attic and find a strange cape that makes people disappear when they wear it.
#50
Stranded!
1989
In the latest edition of Skylark adventure game novels, the reader is crossing the Pacific on an ocean liner when a gigantic wave sweeps him or her overboard. Washing up on a tropical island, the reader is faced with many exciting adventures before being rescued.
#51
You Can Make a Difference
1990
As young readers follow the story of Martin Luther King, Jr.'s life they learn about his fight for civil rights for all citizens, and his significance in their own lives.
#52
The Enchanted Attic
1992
While exploring an old attic, the reader comes across an old trunk containing a photograph album that acts as a time machine