Are we ready for some early R.A. Montgomery? The Lost Jewels of Nabooti isn't his weirdest gamebook, but it has its moments. New Orleans, Louisiana: you are on summer vacation when a telegram arrives from your cousins Peter and Lucy in Boston. The Jewels of Nabooti—two diamonds and two rubies their father purchased years ago from a Moroccan merchant named Abdul Said—have been stolen. When their father died a while back, he made Peter and Lucy promise to "Protect the jewels at all costs." He believed the jewels held strange powers that could change the course of mankind's future. Over the years he received threatening messages demanding the jewels be returned to the Nabooti tribe in Africa, but he refused. Peter and Lucy don't know who has taken the jewels, but they refuse to let the perpetrator get away with it, and they need your help. The mission is dangerous—an anonymous person or group uses aggressive intimidation tactics against you more than once before you're even able to meet up with your cousins and hear the full story—but you're not easily deterred. Are you ready to hop a plane to Paris in pursuit of your first solid lead?
You can solicit the help of an old friend like Beech Muzzwell, a private detective, but for the most part in these pages you're on your own. You are bound to be surveilled wherever you go; on the plane to Paris a mustachioed man tries to secretly ally with you, but can you trust him? The steady stream of violent threats aimed your way is coming from somewhere, and this man may have bad intentions. At the Paris airport a strange man and woman demand you come with them to Morocco; if you refuse, you are framed as a smuggler and detained by the French police. Will they believe you if you tell them the truth about the Jewels of Nabooti? The authorities can offer only so much protection, and once you set foot in Morocco you'll be taking your life in your hands. Will you carry a firearm to defend yourself, or trust your wits to do the job? You may wind up locating the jewels with ease, or dying at the hands of terrorists. Even if you're savvy, the results are mostly luck.
If you go with the man you met on the plane to Paris you may meet an African operative named Molotawa who has a connection to the Nabooti tribe. You're on the trail of something big, as indicated by a flurry of attempts on your life. The police are usually willing to assist if you tell them about the jewels, but they can't direct your mission. Should you arrange a meeting with the Nabooti tribe near Lake Chad in Africa? Would they welcome you...or surround your aircraft with guns? How you react in a hostile situation may be the difference between triumph and death. Consulting a shaman will send you to the Mountains of the Moon or the Zaire River; there are multiple pathways to a positive ending. Are the jewels in Paris, Morocco, or back in Boston? Are you willing to risk death to retrieve them for Peter and Lucy? If you survive all the explosions and bullets to end up with the jewels, you may be able to use them to forward the cause of world peace in a way not previously possible. It makes these past few stressful days worth the sacrifice.
The Lost Jewels of Nabooti can't be categorized as a success. The story is all over the place, internally consistent only on rare occasion, and most paths end abruptly with no degree of satisfaction. There could have been an elegant overarching narrative that all sub-plots neatly fit within, but instead we get a poorly executed concept with minimal imagination and seemingly no effort to do better. The book isn't exactly boring, so I'll consider rating it one and a half stars, but R.A. Montgomery is capable of a lot better.