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The Ultimate Challenge: Into the Jaws of Doom

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This is an old revision of this page, as edited by 86.136.156.205 (talk) at 19:13, 7 July 2008 (This is a misinterpretation - of course there aren't only thirty-nine pages!). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

The Ultimate Challenge: Into the Jaws of Doom
AuthorR. L. Stine
LanguageEnglish
Series Give Yourself Goosebumps Special Edition
GenreChildren's, Horror novel
PublisherScholastic
Publication date
February 1998
Publication placeUnited States
Media typePrint (Paperback)
ISBNISBN 059039777X Parameter error in {{ISBNT}}: invalid character
Preceded byNone 
Followed byReturn to Terror Tower 

The Ultimate Challenge: Into the Jaws of Doom is the first book in R. L. Stine's "Give Yourself Goosebumps Special Edition." It offers 39 endings.

Plot introduction

The story takes place with you as the main character and you are on the top floor of a museum when the lights suddenly go out. A mysterious voice indicates that it is the Master Computer and it has taken over the Museum. Unfortunately, nearly everything in the museum is automated and connected to the Master Computer's systems. Now, you need to find a way to get out of the Museum and defeat the Master Computer. Along the way you encounter an ally in a PDA who, up until nearly the end of the story, is just a small voice that communicates advice to you.

Differences from other books

This book is different from many other "Choose Your Own Adventure" type stories because it has only one way to make it out of the book alive. This book includes the use of "items" that can be collected during the course of the story and therefore requires the reader to keep a list of what he or she has at any given time. In some cases, the character can lose items (either by using it up or having it taken) and that must be taken into account when reading the book. Like most of R. L. Stine's "Give Yourself Goosebumps" series books this story requires the reader to play certain games like the flipping of coins or rolling of dice in order for certain decisions to be made. Also the pages are doubled; for example pages 78 and 79 are on the same page.

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