This gamebook, credited to Jackson and Livingstone but authored by Jonathan Green, is set in an ancient Egyptian pyramid-themed setting centred on mummies. Like the rest of the Fighting Fantasy series, it is a second-person gamebook in which the reader takes on the role of a player-character who has to complete an adventure through a combination of choices of actions, problem and puzzle solving, and successful dice rolls. The apocalyptic scenario will be familiar to readers of Jonathan Green's other gamebooks, such as Spellbreaker, Knights of Doom and Bloodbones. Green's gamebooks follow a predictable pattern, with several villains, a long multi-sectioned storyline and a fiendish difficulty level requiring the player to defeat numerous hard opponents and follow all the various side-paths the author has worked into the story. They also tend to be well-written on the level of scenario construction, with plenty of atmosphere and a clearly themed setting.
As a story, the book is suitably epic, if rather one-dimensional. Starting out in the port city of Rimon, the player-character is handed a quest from a short-lived companion: to stop an evil cult from resurrecting the evil mummy Akharis. This requires first of all travelling to some ruins by an oasis, where a puzzle will have to be deciphered to learn the location of the mummy's tomb. The player must then venture into the tomb, finding a way through its winding, splitting passageways to the mummy's burial chamber and beyond. Rather unbelievably, the tomb leads down to an underground river and then an entire underground city, where the player will take on the villains of the piece, including Akharis - twice - and the cultist high priestess, as well as a supporting cast of mummies and cultists. Along the way, the player will encounter a plethora of mummies, guardian spirits, snakes and other desert-themed enemies and allies, as well as a couple of the ancient gods themselves. It's simplistic, rather B-movie-ish, but at least sticks to the scenario pretty closely.
As a gamebook, Curse of the Mummy definitely errs on the side of frustrating. Even with the rewriting of this book to reduce somewhat its original difficulty, this is still a fiendishly difficult adventure. Successful completion requires taking a long, circuitous route, solving a difficult maths problem, and guessing correctly which of the various routes to the final section is the right one. A number of items have to be collected and others not collected, on pain of the character's death; many other items are red herrings, and only at the very end does it become clear what is needed and what is not. There's still a fair number of relatively high-level adversaries, a lot of luck and skill rolls leading to death, and unlucky choices and premature shortcuts to the end which lead to sudden death. In addition, the storyline is extremely long, with very few paragraphs taken up with genuine alternative pathways and the correct route requiring the player to go through most of the side-routes available. The length can be a test of the player's patience. This is not helped by the linearity of the early sections and over-use of dead-ends and rooms which simply turn back to the other option. The dungeon crawl section inside the tomb is interesting enough, but frustrating in that one has to spend ages getting there each time. Having to replay the linear early sections every time, to get to the problem-solving part is frustrating. This kind of scenario is done a lot better in "Master of Chaos" which uses a far less restrictive gamebook architecture.