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The Worst-Case Scenario Ultimate Adventure

Everest

ebook
0 of 1 copy available
0 of 1 copy available

In this illustrated interactive adventure, travel to Mount Everest where you decide the fate of your team as you climb the world’s highest mountain.

On this epic climb up Mount Everest, readers are part of the youngest team ever to climb the world’s tallest peak. Only YOU can make the right choice about your own survival and then experience the consequences of those choices. Will you summit Mount Everest and return to base camp safely? Will you be forced to turn back early or worse? Only you can determine your own fate!

Highly illustrated in comic book style, and based on real, true-life facts about mountain climbing, Mount Everest, and Himalayan culture, this book will be a surefire hit with anyone craving adventure and a fun, visual reading experience.
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    • Kirkus

      April 15, 2011

      An armchair-adventurer franchise goes to Everest.

      The premise is familiar: Readers engaged in a video-game–like scenario face a series of decisions. At each challenging juncture choices must be made. Do this and turn to page... Do that, and you'll discover you're doomed. Readers become members of the youngest team to ever scale Mt. Everest. Those that trouble to study the backmatter will receive some pithy advice from climbing expert Morton (who has successfully scaled Everest multiple times.) It is wise to heed that advice. The team consists of three young teens, three experienced climbers and the sponsor, a video-game–company owner, all of whom are just lightly sketched—it's all about the plot. Most of them will almost seductively offer you opportunities to make major mistakes. Realistically, the errors made on the approach to Everest are generally forgiven: a quick recovery period then back to climbing. Those made higher up may be lethal. Brief text sections are accompanied by an occasional short graphic section consisting of five or six frames of action-filled art. Readers that make cautious choices will be rewarded by reaching the summit, but it's easy to be led astray, and only a path or two through the minefield of mistakes will result in full success—although there are quite a few amusing ways to fail without actually dying.

      Quick, clean fun; no crampons needed. (Action/adventure. 8 & up)

      (COPYRIGHT (2011) KIRKUS REVIEWS/NIELSEN BUSINESS MEDIA, INC. ALL RIGHTS RESERVED.)

    • School Library Journal

      June 1, 2011

      Gr 4-8-"You" are the youngest member of a team trying to summit Mt. Everest. But success depends on making the right decisions. This action-packed adventure uses an interactive format not only to keep the story exciting but also to teach readers that the right choices can mean the difference between life and death. The team members are introduced with emphasis on their strengths and weaknesses and, since the choices offered are often dependent on cooperating with others, evaluating these traits plays a significant part in the decision-making. As situations are presented, readers choose to follow one of two paths and continue on it to an appropriate page. Many of the worst-case scenarios lead to failure or even death, some to partial success, and some moral choices result in personal loss but ethical triumph. Practical tips and advice for those thinking of climbing Everest are suggested by a consultant who has made that journey several times. Numerous black-and-white drawings appear throughout, and sometimes the text moves into graphic-novel mode for a few pages. The format and subject matter will be especially appealing to reluctant readers. A fun as well as informative addition.-Eva Elisabeth VonAncken, formerly at Trinity-Pawling School, Pawling, NY

      Copyright 2011 School Library Journal, LLC Used with permission.

    • The Horn Book

      July 1, 2011
      With David Morton. In this engaging Choose-Your-Own-Adventure-style book, readers join a team climbing Everest; of the twenty-six possible endings, only one takes participants to the top. Organization is spotty; an appended "Expedition File" section, which should be read first, provides maps, gear, and safety information to help readers make informed choices (they're also encouraged to "listen to your gut"). Black-and-white illustrations and comic-style spreads add visual interest.

      (Copyright 2011 by The Horn Book, Incorporated, Boston. All rights reserved.)

    • Kirkus

      April 15, 2011

      An armchair-adventurer franchise goes to Everest.

      The premise is familiar: Readers engaged in a video-game-like scenario face a series of decisions. At each challenging juncture choices must be made. Do this and turn to page... Do that, and you'll discover you're doomed. Readers become members of the youngest team to ever scale Mt. Everest. Those that trouble to study the backmatter will receive some pithy advice from climbing expert Morton (who has successfully scaled Everest multiple times.) It is wise to heed that advice. The team consists of three young teens, three experienced climbers and the sponsor, a video-game-company owner, all of whom are just lightly sketched--it's all about the plot. Most of them will almost seductively offer you opportunities to make major mistakes. Realistically, the errors made on the approach to Everest are generally forgiven: a quick recovery period then back to climbing. Those made higher up may be lethal. Brief text sections are accompanied by an occasional short graphic section consisting of five or six frames of action-filled art. Readers that make cautious choices will be rewarded by reaching the summit, but it's easy to be led astray, and only a path or two through the minefield of mistakes will result in full success--although there are quite a few amusing ways to fail without actually dying.

      Quick, clean fun; no crampons needed. (Action/adventure. 8 & up)

      (COPYRIGHT (2011) KIRKUS REVIEWS/NIELSEN BUSINESS MEDIA, INC. ALL RIGHTS RESERVED.)

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Languages

  • English

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