Quite some time ago, in a charity shop, I found a Ladybird book called "He-Man and the Memory Stone". What with the memory connection, and already liking both He-Man and Ladybird books (and not actively disliking stones, either), it was an automatic purchase.
Then I noticed that instead of being a story book, it was an "adventure game book", and decided to play through it when I had the time. Fast forward to the year 2026, and I noticed the tiny book in my bookcase where I'd put it the day I bought it and never looked at it since. So I really had to give it a go.
Before you start choosing your own adventure, the book tells you you need a die to roll and a pencil to keep track of He-Man's twelve life points. We're making the choices for He-Man here, the book isn't written in the second person like the classic style. The book's previous owner seems to have had a lot of games and lost a lot of life points. But as it turns out, that wasn't really my experience with the book...
The story starts by telling us that Skeletor has got hold of a "brain-draining stone", and intends to use it to wipe He-Man's memory, from the safety of his lair. But "the stone was not perfect" and it's Man-at-Arms whose mind gets blanked. Skeletor's slaves, the Skelcons, feature in a lot of Ladybird's He-Man storybooks, incidentally. In at least one of the books, Man-at-Arms has his own similar horde of "servants", called the Nerlins, but they don't seem to be around in this one. Indeed, since every single vehicle and machine owned by the heroic warriors immediately stops working the moment Man-at-Arms is out of action, he really might want to think about training an assistant or two. Anyway, He-Man has to set out to confront Skeletor and fix things, and we get our first choice of the book. Do He-Man and Battle-Cat [who isn't normally hyphenated, surely?] leave immediately, or wait until nightfall?
Which is actually not a choice at all, because if He-Man tries to leave immediately, Stratos tells him he'd better wait until nightfall after all, and you're redirected to paragraph 69 anyway.
But now we get a wider range of choices. And I figure that He-Man tells Battle-Cat to plunge through the undergrowth.
Yes, I think it might be a trap.
And here we reach the point where I resent the book giving me a heavy hint as to what to do. I don't care that Castle Grayskull doesn't have much time (and indeed, we'll see later that it really has quite a lot of time before anything drastic happens), so I'm going to have He-Man attack from both sides, darn it!
But it turns out that doing that only sends you on to 40 anyway, so it didn't really matter.
Which then sends you on to 77, making this paragraph pretty redundant, really.
And then to 108...
And then to 15. Is this a choose your own adventure book, or just a book that you read in a funny order?
Aha, action at last! Although it wasn't very exciting action, because I rolled a 5, which instantly wins. Incidentally, if you roll a 1 it doesn't lose you a life point, it ends the story right there and then. He-Man doesn't die, but we're told it will be a while before he recovers from the poison, and to go back and start the book again.
And now we're off on our very linear travels once more.
He-Man's looking for a horse now? That's the first I've heard of it. I wondered if the direction to paragraph 81 was some kind of typo, although He-Man did mention before the monkey spider that he's hoping to find a quicker mode of transport than poor old Battle-Cat. Bur I'm not a fan of this mysterious horse with a man's mind, and I don't want Battle-Cat to leave, thank you very much.
And on we go. This really is more of a travelogue than an adventure.
No, I'm not going all this way just to send Battle-Cat home and go back to 139 like it said two paragraphs ago! I'm definitely not a fan of Thunder Horse now, but let's call out to him.
Thunder Horse just looks stupid. And if he's too much of a wimp to come near Battle-Cat, what use is he going to be as a mode of transport? I'm not turning to 139, however many times you suggest it.
Thunder Horse is just a big baby. Good riddance, I say. Let's stick with Battle-Cat and turn to 73.
And so, having scared Beast-Man away earlier without a fight, now we just avoid Screeech entirely. On to 53!
Ah, here are the Sands of Time that Thunder Horse was going to carry He-Man across. And Battle-Cat has decided to go home anyway. He obviously never wanted to be here in the first place. Is it too late to call Thunder Horse back?
Oh well, He-Man's fine with a long walk. He's the most powerful man in the universe, after all. I just can't help feeling I'm missing all the really thrilling parts of this book.
Oh, it's not a choice this time, it's a roll of the dice to see who's coming. I got a 2.
Ah, it's Zoar, not Screeech. Easy mistake to make - they're the same toy, just painted differently. I notice that the text avoids specifying Zoar's gender - in the earliest He-Man media he's male, then later she became the Sorceress in bird-form. Incidentally, if I'd rolled a higher number, the exact same thing would have happened, except it would have been Stratos bringing the food and drink and then flying away again. And we'd still be turning to 79.
Good thing Castle Grayskull isn't under attack or anything, isn't it? Time doesn't seem to be an issue, even without a Thunder Horse to ride, though it's been at least a day and a half now since Skeletor wiped Man-at-Arms's memory.
And this one again made me wonder if there was a typo. It talks about "the hole" as if it's been mentioned before, but it's news to me. Still, He-Man's down the hole now, and we have no choice but to go down the tunnel. This book isn't very generous with its choices.
I can't even remember the last time I had to make any kind of decision.
At least I get to roll the die again. I got a 5, this time.
If I'd got a lower number, it would have led to a scary giant worm, and maybe even an actual fight, but as it turns out we just get a friendly-looking giant mole.
I don't really think the Skelcons are particularly worm-like, but I'm not going to argue with a giant mole. Not that I get the option to argue, of course, just an instruction to turn to 91. And I note that the mole is a 'he' at first, and then becomes an 'it'. Zoar's gender-confusion is contagious.
We're nearly there, apparently.
Skelcons are afraid of moles. They're even bigger babies than Thunder Horse!
And now it's the final confrontation with Skeletor, Lord of Destruction! Clearly we made our final choice of the entire book a couple of dozen sections ago.
And that's the end. He-Man saved the day, without losing a single life point or even having a fight with anyone except Skeletor and a monkey-spider. What a rubbish adventure all round.
Flicking through the book, I see that it's possible to clash with Webstor, Whiplash, Trap-Jaw, Evil-Lyn, Beast-Man, Screeech and other monsters too, but I seem to have bypassed all of that, possibly as a result of refusing to go for a ride on Thunder Horse. The moral of the story is that if you see a horse who's such a big wuss that he's scared of cats, let him carry you across the Sands of Time. It'll maybe be a bit more exciting for you.



































