The World of Lone Wolf


  This page is no longer being updated. For the new version, click here.

This four-volume series takes place in the southern portion of Magnamund, the world of the classic Lone Wolf series. In this series, though, rather than controlling a Kai Warrior, you instead take the role of a young mage trained by an ancient, mystical race. Instead of picking Kai Disciplines, you pick Magical Powers (five to start with, from a list of seven possibilities). Your life energy is measured in Endurance Points, and your magical energy is measured in Willpower. Combat, as in Lone Wolf, is resolved by comparing the combatants' Combat Skill points, generating random numbers and cross-referencing on a table. Things are made more interesting here by the use of a Wizard's Staff, which can multiply damage done at the cost of Willpower. There's also the usual inventory management, in which the player keeps track of backpack items and coins, with players who chose the Alchemy magical ability also having access to an herb pouch. The final touch of detail to the rules is the fact that food is important -- when prompted, the player must eat or lose Endurance; since meals take up backpack space, it's always tricky to keep the right balance between food and other useful items. This system is a lot of fun overall, but it has some ugly flaws which are complained about below...

I believe that the information on this page is complete. If you find any errors, please send an e-mail to me at demiankatz@gmail.com.


  1. Grey Star the Wizard
Author: Ian Page (edited by Joe Dever)
Illustrators: Iain McCaig (British cover), Richard Corben (American cover), Paul Bonner (interior)
First Published: 1985
ISBN: 0-425-09590-8 (American edition)
Length: 350 sections
Number of Endings: 28 (not including failure by loss of points)
Plot Summary: As Grey Star, an orphan raised by the magical Shianti, you must begin your journey to find the lost Moonstone and stop Shasarak the Wytch-King from conquering Magnamund. Your first mission is to track down the Lost Tribe of Lara, a race of magical creatures who may be able to help you in your struggle.
Translations: French, German, Italian, Swedish
My Thoughts: This was the first adventure I ever had in Magnamund, and it's also one of the first gamebooks I discovered and read. As a result, I have very fond memories of the story and its characters, and I have long looked forward to replaying it. Now that I have, though, I'm a little disappointed. Certainly, it has some excellent elements -- memorable non-player characters (a rarity in gamebooks), a variety of nasty monsters, lots of opportunities to cast spells and a bunch of useful items to collect, not to mention plenty of high-quality and memorable internal illustrations. Unfortunately, it also has a lot of flaws. The writing is a bit more bland than I remember it being, but that's not my primary complaint -- most of the book's real problems have to do with poor game design. When I first enjoyed this book many years ago, I cheated to win. I'm glad I did, because if I hadn't, I don't think my memories would have been so fond. The optimal path through the book isn't that hard to find, but it contains enough difficult (and unavoidable) battles that it takes a lot of luck to get through successfully. This means that you can know exactly how to win but be unable to do so simply because of bad rolls of the die (or points at the Random Number Table, if that's how you play). Certainly, success relies on having high initial statistics; this is annoyingly luck-dependent, and a point-distribution system for character attribute generation would have made this a stronger and more balanced book. As it stands, certain aspects of the rules make a potentially entertaining adventure story into a long, repetitive, frustrating mess. This isn't a big deal if you don't mind cheating, but you shouldn't have to cheat to win the game; where's the fun in that? This situation isn't helped by the numerous typographical errors and vague rules embedded in the story's paragraphs; you'd think that by the fifth printing (which is the version I read) that some of these problems could have been cleaned up, but of course they never were. This book isn't as much of a classic as I had hoped, though if it had been given a bit more playtesting and thought, it really could have been.
Hint: Don't be afraid to expend willpower to increase damage in combat -- this is very useful in getting past the tougher fights with a minimum of damage.
Errata: Section 3 mentions "your remaining two meals," but depending on events, you may have more or less than two meals by this point. In section 10, the choice that leads to 102 should instead go to section 90. In section 193, pestle & mortar should be listed as a backpack item. In section 266, the choice that leads to 333 should in fact lead to 330. Section 289 covers the greater than and less than cases, but not the equal to case.

  2. The Forbidden City
Author: Ian Page (edited by Joe Dever)
Illustrators: Iain McCaig (British cover), Richard Corben (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-09-944780-0 (British edition), 0-425-09710-2 (American edition)
Length: 310 sections
Number of Endings: 26 (not including failure by loss of points)
Plot Summary: Having found the Lost Tribe of Lara, you now must use their powers to locate the Shadow Gate to the Daziarn Plane so that you can proceed with your mission.
Translations: French, German, Italian, Swedish
My Thoughts: This book is a dramatic improvement over its predecessor. The writing has more flavor, and the characterization is stronger. The previous book had a tendency to describe the personalities of its characters without actually showing how they acted, but this one does a much better job of making its characters seem like real and interesting people; where book one might have described a character as having a sense of humor, this one instead includes humor in the dialogue. The game design on display here is also a lot more fair than the previous book -- I managed to win on my second attempt, and while my first death seemed a bit arbitrary, I found the experience of playing without cheating to be completely possible (and thus worthwhile). I suppose it helps a bit that the book allows you to grow in terms of magical abilities and Willpower points, though I don't see it being impossible to win even with a completely fresh character. The biggest criticism I can level at the book is that it's a bit short; I wonder why it's so far short of the usual 350-section length found in Lone Wolf books...

 3. Beyond the Nightmare Gate
Author: Ian Page (edited by Joe Dever)
Illustrators: Richard Corben (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-425-09892-3 (American edition)
Length: 350 sections
Number of Endings: 28 (not including failure by loss of points)
Plot Summary: Now that you've made it to the Daziarn, you must track down the Moonstone with the help of an old friend...
Translations: French, German, Italian, Swedish
My Thoughts: This is a great book; it lives up to the quality of writing found in the previous volume, and it's full of interesting settings and puzzles. I also found the story more compelling than usual for this kind of gamebook -- while it's still the usual "solve the puzzles and collect stuff" sort of mission, it has a number of dramatic moments strong enough to create an almost cinematic tone at times. Good stuff! The game design is also interesting -- the emphasis is on making wise choices rather than on making good rolls; during my trip through the book, my point scores barely fluctuated, though I did instantly die quite a few times before becoming victorious. On a whole, I think this is a good thing; it's certainly less frustrating than book one was. Nonetheless, it did seem a bit too forgiving towards the end. I'm not sure how anyone's scores could possibly go low enough to fail certain conditions presented by the book. I also have a few other minor complaints. Most importantly, I was rather disappointed that no character advancement takes place at the start of this book for players who have finished the first two adventures. While I admit that it wouldn't make much sense in the context of the story, I missed the satisfaction of being rewarded for completing book two. There's also a bit of rules ambiguity -- the book keeps saying that keys are special items kept in the backpack. I'm not sure what this means, but my best guess is that they are kept in your backpack but don't take up a slot of space, so they're instead put on the special items list... If this is the case, though, it should have been stated more clearly. Additionally, there's a minor bug towards the beginning in which you can keep returning to a locked door (section 118) even after opening it. Finally, I thought the "Story So Far" section at the start of this volume was decidedly lousy. Not only is it written in a different tense than in previous books, but it's too brief to be particularly meaningful. Overall, though, I'm quite pleased with this adventure, and I'm glad to be returning to this series.

 4. War of the Wizards
Author: Ian Page (edited by Joe Dever)
Illustrators: Uncredited artist (American cover), Paul Bonner (interior)
First Published: 1986
ISBN: 0-425-10539-3 (American edition)
Length: 360 sections
Number of Endings: 23 (not including failure by loss of points)
Plot Summary: All is in preparation, and it is time to fight the final battle against Shasarak!
Translations: French, German, Italian, Swedish
My Thoughts: Although this book lacks the humor that livened up the previous two volumes, it's a good read. Gameplay is emphasized over story, and it takes a bit of strategy to make it to the fairly satisfyingly drawn-out final battle with the Wytch-king. Really, I don't have any major complaints about this book; it's a good conclusion to the series, and I was unable to find any nitpicky flaws to point out (apart from the errata below). It even returns to the old-style "Story So Far" seen in the first two books, making book three's abbreviated section a total mystery to me. Despite being hard to complain about, though, it's not my favorite of the series -- that would go to either book two or book three, both of which have a bit more character than this one. Still, it was a fun adventure, and it certainly makes me wish Grey Star had been given more adventures; I actually find him to be a more appealing character than Lone Wolf, and I think he deserved a longer series.
Errata: The character sheet includes too many slots for Higher Magicks. According to the printed rules, you should start with four Higher Magicks if this is your first book or five Higher Magicks if you've completed any previous adventures.


French Translations

The entire series was translated into French as "Astre d'Or" and published by Gallimard.

 1. Le Sorcier Majdar
Translation Of: Grey Star the Wizard
Literal Translation of French Title: The Wizard Majdar
Translator: Mona de Pracontal
First Published: October, 1986
ISBN: 2-07-033370-1
Length: 350 sections
My Thoughts: Perhaps I'm misinterpreting the French publication information, but it looks like this came out after book two for some mysterious reason. Hmmm.

 2. La Cité Interdite
Translation Of: The Forbidden City
Literal Translation of French Title: The Forbidden City
Translator: Mona de Pracontal
First Published: September, 1986
ISBN: 2-07-033371-X
Length: 310 sections

 3. Le Royaume de l'Oubli
Translation Of: Beyond the Nightmare Gate
Literal Translation of French Title: The Forgotten Kingdom
Translator: Mona de Pracontal
First Published: February, 1987
ISBN: 2-07-033384-1
Length: 350 sections

 4. La Guerre des Sorciers
Translation Of: War of the Wizards
Literal Translation of French Title: The War of the Wizards
Translator: Mona de Pracontal
First Published: April, 1987
ISBN: 2-07-033405-8
Length: 360 sections


German Translations

The entire series was translated into German and released by Goldmann under the title "Silberstern der Magier."

 1. Der Hexenkönig
Translation Of: Grey Star the Wizard
This book is not part of my collection; the scan is courtesy of Oliver Traxel.

2. Die verbotene Stadt
Translation Of:
The Forbidden City
This book is not part of my collection.

3. Hinter dem Schattentor
Translation Of:
Beyond the Nightmare Gate
This book is not part of my collection.

4. Krieg der Zauberer
Translation Of:
War of the Wizards
This book is not part of my collection.


Italian Translations

The entire series was translated into Italian, and book one was even made available as a book club selection.

1. Oberon il giovane mago
Translation Of:
Grey Star the Wizard
This book is not part of my collection.

2. La citta proibita
Translation Of:
The Forbidden City
This book is not part of my collection.

3. Il cancello dell'ombra
Translation Of:
Beyond the Nightmare Gate
This book is not part of my collection.

4. La guerra dei maghi
Translation Of:
War of the Wizards
This book is not part of my collection.


Swedish Translations

The entire series was translated (as "Ensamma Vargens Värld") into Swedish.

 1. Silverstjärnas ankomst
Translation Of: Grey Star the Wizard
Literal Translation of Swedish Title: Silverstar's Arrival
Translator: Isidor Atnister
First Published: 1986
ISBN: 91-7898-015-1
Length: 350 sections

 2. Skuggornas port
Translation Of: The Forbidden City
Literal Translation of Swedish Title: The Gate of Shadows
Translator: Isidor Atnister
First Published: 1986
ISBN: 91-7898-016-X
Length: 310 sections

 3. Bortom skuggornas port
Translation Of: Beyond the Nightmare Gate
Literal Translation of Swedish Title: Beyond the Gate of Shadows
Translator: Isidor Atnister
First Published: 1987
ISBN: 91-7898-026-7
Length: 350 sections
This book is not part of my collection; the scan is courtesy of Per Jorner.

4. Trollkarlarnas kamp
Translation Of:
War of the Wizards
Literal Translation of Swedish Title: Wizards' Struggle
This book is not part of my collection.


Demian's Gamebook Web Page (c) 1998-2004 Demian Katz