Gamers' Challenge, by George Ivanoff

Sequel to ‘Gamers’ Quest’


Zyra took aim, almost saying a prayer to the Designers out o habit, and pulled the trigger. She watched the crossbow bolt slice through the air, pinning all her hopes on it as it made its way to its target. Could this bold be different? Could the fact that it belonged to the monks from the Temple of Paths be the deciding factor?

But just like every other wean Zyra had tried, the bold did not do its job. It froze as it met its target. Pixel by pixel, it was deconstructed and absorbed into the grey, sizzling nothingness.


Zyra and Tark have been part of a game world. Now, although they’re still in the world, they no longer have the protection of the Designers. They are no longer invincible, their weapons aren’t working, they need food and sleep. In their new quest for survival, they must find the Ultimate Gamer. Only he has the skills to help them overcome the virus that is sending deadly grey balls of static after them. Even when they think they know everything there is to know about the game, they discover that there is so much more to learn.

 Gamers Challenge is a sequel to ‘Gamers’ Quest’. As in the first novel, there are many explosions, near misses and even bells and whistles! Zyra and Tark are keen to be together but events conspire to keep them apart. There are clues to be investigated, wrong turns, trusted figures who can not be trusted. There are also visitors from ‘Gamers’ Quest. <a href=” Challenge could be read as a stand alone title, but is much richer for the knowledge of ‘Gamers’ Quest. There are themes of trust, loneliness and family. This is a fast-moving novel, guaranteed to attract those who love video quest games. Recommended for 12+.

Gamers Challenge
Gamers Challenge;, George Ivanoff&
Ford St Publishing 2011
ISBN: 9781921665516

review by Claire Saxby, Children’s Author


This book is available from Fishpond.