One of the longest original Choose Your Own Adventure books at one hundred thirty-four pages, Mystery of the Maya boasts forty-four endings, tied for most in the series. You are researching the Mayas of old Mexico, a cultural superpower that died out long ago. The reason for their demise is unknown, but you hope to write a book on the subject. Your plane lands in Merida, capital city of the Yucatan, where you are met by a guide, Manuel. He recommends you consult Dr. Lopez, an expert on the Mayas, but if you're eager to be on your way you can head straight to the architectural sites. Which will it be?
Bypassing Dr. Lopez, you and Manuel might go to the Temple of the Magicians at Uxmal. Steer clear of scammers and you'll receive a note demanding you go to the Nunnery across the way. Notifying the police is an iffy prospect; you might be jailed yourself, or roped into acting as a government plant to inform on the Red Hand gang. If you went to the Nunnery before getting the note, a message requests you come to the Hotel Maya. It's a sting operation, and bad news for you. Maybe you went to Chichen Itza instead of Uxmal; there you encounter a spacecraft. Manuel encourages you to join the aliens voyaging to a distant planet, but you may never return. Hop aboard the ship and you'll hurtle to sectors of the universe beyond human conception, but is it worth the life you're giving up?
Meeting with Dr. Lopez leads a much different way. His time travel potion sends you back 1,500 years to meet the Mayas at the Temple of the Magicians. Should you try to blend in as a priest, or warrior? The priests demand you join in their human sacrifices, but you can run away to the town of Kabah and set sail on the sea. At an island you land on, a devastating plague is spreading. Will you risk your life and stand up to the priests, who scoff at modern ideas about disease control? You might instead travel to Cuba; spending the rest of your life here is appealing, but what if Dr. Lopez's potion wears off? If you never ran from the priests, you’ll be required to sacrifice a human, but maybe Manuel will yank you back to the present day. You could also rally the people to overthrow the barbaric priests. Perhaps you're better off among the warriors; they let you stay in Chichen Itza, but they play a sport that has death as consequence for losing. If that's not a risk you're prepared for, you can hunt jaguar. You might stumble onto a priceless artifact called the Plumed Serpent, or meet an alien named Cruzora. If you're captured by Toltecs, they obsess over killing the Mayas, but there are ways to turn the situation in your favor. Whatever path you choose, take time to observe the culture you're in. That's why you’re here in the first place.
Mystery of the Maya is a subpar book. Certain pivots of the narrative are bizarre and uncalled for, the decisions you make are often ignored by the text, and occasionally R.A. Montgomery doesn't bother to write an ending at all, instead just explaining what would happen in it if he had. These are problems similar to Space and Beyond but without any of the intriguing concepts. The people in Richard Anderson's illustrations look strange, distorted, but he's good at rendering scenes. One or two endings show impressive internal continuity, but I'm not sure that's enough to bump Mystery of the Maya to one and a half stars. It's worst of the first eleven Choose Your Own Adventures.