Glancing at the cover you wouldn't guess it, but The Forbidden Castle is the first sequel to Choose Your Own Adventure book one, The Cave of Time. After surviving the time travel labyrinth of caves some time ago, you rediscover the main entrance on a hike in Red Creek Canyon. Peeking inside, you slip and fall, hit your head, and awaken in an empty field. Two men in knight's armor ride up nearby on horseback. Not seeing you, they converse about a riddle regarding the "Forbidden Castle." The knights mention that King Henry of Cotwin Castle has been suspicious of foreigners lately, and you realize that in your modern garb you resemble the strangest of foreigners. Should you risk explaining your time travel story to the knights, or wait for an opportunity less likely to land you in the dungeon?
Hiding while the knights gallop away, a man named Garth sneaks up from behind. An outlaw declared by King Henry, he welcomes you to live with him in the woods. Garth sheds a few rays of light on the riddle the knights spoke of. A monk first told the riddle to King Henry, promising that whoever found the Forbidden Castle would rule all of Europe. To date, no one has solved it. Stay on with Garth, and he teaches you wilderness survival. If you never make it back to your own time you can have a good life here building a network of supporters and earning the king's trust, but perhaps you'd rather move on to the court of Mad King Rufus of Hereford. His castle is grand but his society crazy; are you clever enough to supply the correct nonsense responses to his questions?
Part ways with Garth and go to King Henry at Cotwin Castle, and you're accused of allying with the devil and sentenced to burn at the stake. Coax the king's men into telling you the complete Forbidden Castle riddle before your execution is carried out, and you may be able to convince them you have the solution. Face still hot from the flames, you'll be taxied into King Henry's chambers to share your interpretation of the riddle, but beware: you walk a knife's edge with the king, whose patience is thin. Perhaps you can persuade him to send you and a team on a search for the Forbidden Castle in the French mountains. The journey is tense; the knights will slay you in a heartbeat if they suspect you're conning them. You can attempt escape and hide out at a tavern, where you meet a serving girl named Michelle who's willing to leave with you and hunt for the Forbidden Castle. Go west, and you stumble upon a farm used by a group called the Philosopher Knights. Can they get you past the notorious Dragon of the Ledges to the Forbidden Castle? The Philosopher Knights are amusing yet offer dubious advice. They may be more trouble than they're worth.
Traipsing through No Man's Forest is likely to get you and Michelle killed, but the dragon trail pits you directly against the fire-breathing behemoth. Are you willing to bet your life on the modern certainty that dragons never existed? Surmounting that last stressful obstacle may finally lead to the Forbidden Castle. If you went east and never saw the farm, you and Michelle are chased by wolves; you can scamper up a tree or ford a stream on foot so the wolves lose your scent, but if Count Gaston finds you on his lands, you'll have to decide whether to continue pursuing the Forbidden Castle despite his dire warning. Persistence could earn you passage back into the Cave of Time, but is making it back to your own time worth the gamble of ending up somewhere deadly?
There are earlier paths to success in the book. In one you meet Madame Leeta, who claims prophetic powers. She assumes you have them too because of your electronic wristwatch; she and Baron von Sal plan to search for the Forbidden Castle. You could decline to join them and redouble your efforts to locate the Cave of Time, but throw in with Madame Leeta and you're soon traversing the precarious mountains of southern France. Baron von Sal and Madame Leeta are losing patience with your lack of magical insight, but keep going and you'll wind up at the Forbidden Castle and meet its extraordinary residents. The castle isn't the Shangri-la that grifters and greedy royals dreamed of, but it is a miracle nonetheless, tucked into the mountains of Europe in an era before modern living. Whether or not you return to your own time, a life of discovery centuries before your birth can be the most satisfying future imaginable.
Wherever and whenever a person considers to be their home, life is challenging. Advice that people give you ranges from ludicrous to deceptive to wise, much of it divvied up between the first two categories. An individual or group's claim to enlightenment doesn't make it so, as we see from the Philosopher Knights’ theories of how to outsmart the dragon. Wisdom is crafted via experience and calm, rational thought, not self-congratulation among elitists. Common sense, lateral thinking, and courage are a rare trio, but as necessary to surviving your quest for the Forbidden Castle as they are to flourishing in real life. This book is excellent training to combat foes of circumstance and person; survive the journey to claim sanctuary at the Forbidden Castle, and you'll have proven more perceptive than most.
Subversive, surprising, and brimming with fresh thought, The Forbidden Castle is one of the best Choose Your Own Adventures to this early point in the series, on par with The Cave of Time. There's more than one route to the Forbidden Castle, but pitfalls are many; you'll find yourself speeding along making choice after smart choice, only to grind to a grisly halt with a single decision that's slightly suboptimal. Big prizes aren't handed out blithely; to meet your ultimate goal you have to earn it. This is one of the more immersive, intelligent gamebooks Edward Packard wrote, a highlight of the original series. I come back to The Forbidden Castle when I start forgetting how good Choose Your Own Adventure was at its peak.