text: , which is why George lives on base with his dad, but George either forgets that or won't admit it most of the time. His art projects are littered
  with women with recognizable cornrows waving hello out of rocket ship windows.
  
  > ask George about the door
  (the gym office door)
  You shout, "George, tell me about the door."
  
  George shouts through the door, "Um... I don't know what you mean... it's just a door."
  
  > look
  You call, "Hey, George? What can you see in there?"
  
  George sounds puzzled. "It's Mr. Lewis's office."
  
  > think about Lewis
  Jack Lewis is the gym coach. He won't give you the time of day, but
  he cares about sportsmanship and he cares about his kids, and that's why you only ever call him Jackass Lewis in private with Adam. (Well, that and a strong desire to keep your job.)
  
  > unlock door
  (with the oversized T-shirt)
  George might have trouble fitting the oversized T-shirt into the lock on the gym office door.
  
  > ask George,  to check what you're carrying
  You call, "George, do you have anything useful?"
  
  George hollers through the door, "I don't think I have anything."
  
  You shout back, "Okay, that's fine. Let me think for a minute."
  
  > take off the shirt
  Some people are confused about the difference between gay people and pedophiles. That confusion leads to good teachers being fired every day. There must be a way to get your students out without feeding
  that fire.
  
  > look at the window
  There's a small window in the gym office door, through which you can see mostly George.
  
  > Wave
  You already have George's attention.
  
  You wave, feeling foolish.
  
  > break the window
  You think dark and terrible thoughts about the gym office door.
  
  > Shout
  You shout, "Stay calm, we're all getting out of here."
  
  > ask George about office
  You shout, "George, tell me about the door."
  
  George shouts through the door, "Um... I don't know what you mean... it's just a door."
  
  > break the window
  There's no point in asking. George isn't strong enough to break the gym office door.
  
  > Exits
  [That command asks to do something outside of play, so it can only
  make sense from you to me. George cannot be asked to do this.]
  
  > ask George,  to check what you're carrying
  You call, "George, what have you got with you?"
  
  George hollers through the door, "I don't think I have anything."
  
  You call back, "Okay, that's fine. Let me think for a minute."
  
  > ask George,  to go to the south
  Running the layout of the school through your head, you don't think George can go south from where he is.
  
  You could ask him to go west to the gym lockers.
  
  > ask George,  to go west
  You shout, "George, can you open the door?"
  
  George shouts, "No, I need pants! You have to bring me pants!"
  (You can get more information from students by asking them about things, such as ASK GEORGE ABOUT PANTS.)
  
  > ask George about the pants
  (the pants)
  You call, "George, what happened to your pants?"
  
  George shouts through the door, "I had an accident!"
  
  > remove the pants
  No. When the rescuers come, you want to have pants on. God only
  knows what they'd say if you didn't.
  
  > ask George about the lockers
  (the gym locker)
  You shout, "Do you mean your gym locker or your regular locker?"
  
  George hollers through the door, "My regular locker!"
  
  > ask George about the combination
  You call, "George, what's your locker combination?"
  
  George shouts through the door, "I can't remember."
  
  > examine the lockers
  Judging by the number of dents, it's common practice for students to come back in here and kick the crap out of the lockers after gym.
  
  > kick the lockers
  You think dark and terrible thoughts about the gym locker.
  
  > open compartment
  You open the battery compartment of the boombox, revealing some Duracell D-cell batteries.
  
  > get all
  black wire wastebasket: To avoid confusing George, ask about one thing at a time.
  lacrosse stick: To avoid confusing George, ask about one thing at a time.
  soggy pants: To avoid confusing George, ask about one thing at a time. George: To avoid confusing George, ask about one thing at a time.
  
  > put the batteries in the pocket
  The Duracell D-cell batteries doesn't fit in your pocket because the striped green paper clip is already in there. (These pants never had much in the way of pockets.)
  
  (first taking the Duracell D-cell batteries)
  
  You pry the Duracell batteries out of the boombox.
  
  You put the Duracell D-cell batteries into the left pocket of your slacks.
  
  > GEORGE, ,EXAMINE PANTS
  You shout, "George, tell me about the soggy pants."
  
  George hollers through the door, "They're pretty gross."
  
  > get the stick
  You call, "George, would you please get that lacrosse stick?"
  
  George shouts through the door, "I can't reach it, the desk is in the way!"
  
  > GEORGE, ,LOOK AT DESK
  (the massive steel desk)
  You shout, "George, tell me about the desk."
  
  George hollers through the door, "Um... I don't know what you mean... it's just a desk."
  
  > move the desk
  (the massive steel desk)
  You call, "George, I need you to push that desk."
  
  George shouts through the door, "I tried, but it won't move!"
  
  > GEORGE, ,EXAMINE BASKET
  You shout, "George, tell me about the wastebasket."
  
  George hollers through the door, "Um... I don't know what you mean... it's just a wastebasket."
  
  > look in the basket
  GEORGE, LOOK IN WASTEBASKET
  
  You call, "George, what do you see in the black wire wastebasket?"
  
  George shouts through the door, "I see some soggy pants in there."
  
  You shout, "George, what do you see in the black wire wastebasket?"
  
  George hollers through the door, "I see some soggy pants in there."
  
  > look in the desk
  (the massive steel desk)
  You call, "George, what do you see on the massive steel desk?"
  
  George shouts through the door, "I don't see anything special there."
  
  > get the basket
  You shout, "George, can you please grab that wastebasket?"
  
  George hollers through the door, ""I can't, it won't move!"
  
  > open the desk
  (the massive steel desk)
  You call, "George, can you open the drawer?"
  
  George shouts through the door, "It's open now!"
  
  > look in the drawer
  You shout, "George, what do you see in the desk drawer?"
  
  George hollers through the door, "I see Mr. Lewis's keys in there."
  
  > get the keys
  You call, "George, would you please pick up Mr. Lewis's keys from that drawer?"
  
  George shouts through the door, "Okay...."
  
  > unlock door
  What do you want George to unlock the gym office door with?
  
  > Keys
  You shout, "George, can you unlock the door if you use Mr. Lewis's keys?"
  
  After a pause, George hollers through the door, "None of these keys
  fit the lock!"
  
  You call back, "Okay, thanks for trying."
  
  > get on the desk
  (the massive steel desk)
  You call, "George, can you get on top of the desk?"
  
  George shouts through the door, "Okay, I climbed up on the desk!"
  
  > take the stick
  You call, "George, can you please grab that lacrosse stick?"
  
  George hollers through the door, "I already have the lacrosse stick!"
  
  > break the door with the stick
  George won't understand those instructions. You need to rethink your strategy.
  
  (Reminder: If you just saw a "What do you want George to ?" message, please reenter your second command now.)
  
  > ask George about the accident
  You shout, "What kind of accident?"
  
  George shouts through the door, "You know, an accident! A pants accident!"
  
  > open the door
  You call, "George, can you open the door?"
  
  George shouts, "No, I need pants! You have to bring me pants!"
  (You can get more information from students by asking them about things, such as ASK GEORGE ABOUT PANTS.)
  
  > look at the door
  There's a small window in the gym office door, through which you can see mostly George.
  
  > throw the keys out the window
  You shout, "George, can you throw Mr. Lewis's keys at the door?"
  
  George hollers through the door, "I hit the door, but nothing happened!"
  
  > open the lockers
  Through willpower alone, you force your hand to stop shaking long enough that you can grasp the gym locker's handle. You try to lift
  the handle - and the effort sends black spots dancing in front of your eyes.
  
  You'll need someone to help you with this.
  
  > get keys
  You call, "George, could you please pick up Mr. Lewis's keys?"
  
  George shouts through the door, "Got Mr. Lewis's keys, now what?"
  
  > go north
  You shout, "I have to be away for a moment, but I'll be right back."
  
  George hollers through the door after you, "Come back with pants!"
  
  The elderly gymnasium looks relatively unscathed. Since this room doubles as an auditorium, stacked bleachers line the north wall. The door to the equipment room is west, and the locker room is south. The double doors leading back to the hallway are north.
  
  Blue exercise mats are piled to one side, arranged around a balance beam, and scattered over the floor.
  
  You can also see a pommel horse here.
  
  > go west
  (first opening the equipment room door)
  You try to pull the equipment door open, and you can't do it. You're running out of reserves.
  
  Your entire body aches in time with the pulses of darkness swirling through your vision.
  
  > go to the north
  The air reeks of smoke and chemicals. To the south, two large double doors lead into the gymnasium. Mrs. McCaskill's classroom used to be accessible to the north, but there's no going that way now.
  
  The fire alarms flash and shrill monotonously.
  
  The black spots slowly fade from your vision, but the pain remains.
  
  > go to the east
  The wall buckled a bit here, but didn't collapse entirely - unlike to the west, where outright wreckage is visible by the gym entrance. Colorful leaf rubbings and magazine mosaics hang drunkenly off their moorings.
  
  The door to your classroom hangs open on its twisted doorframe.
  
  The fire alarms flash and shrill monotonously.
  
  > go east
  Emily's former classroom is to the north, marked with a construction paper sign reading "Ms. Wagner's room - Come In!" To the south, there's an alcove that splits off toward the bathrooms. The hallway continues to the east and west, decorated with inexpertly drawn
  posters about When I Grow Up.
  
  The fire alarms flash and shrill monotonously.
  
  > take the pencil
  You try to pick up the pens and pencils, but it seems to weigh a thousand pounds. Your head swims with the effort and you have to give up.
  
  Whatever was in that gas really wrecked you. You can't remember ever feeling this bad before.
  
  > look at the apples
  Most of the characters are from Family Circus, with a few highlights from Marmaduke and Little Orphan Annie. It would be a surprise if any of these kids get a newspaper, and Little Orphan Annie was cancelled
  in 2010.
  
  > look at the chalk
  Which do you mean, the chalk tray or the white chalk?
  
  > examine the tray
  Which do you mean, the chalk tray or the round blue tray?
  
  > Blue tray
  Small blue writing on the top says:
  
  Find A Penny
  Leave A Penny
  
  Despite this, the tray is filled with paper clips.
  
  > examine the chalk tray
  In the chalk tray are some white chalk.
  
  > get the chalk
  (the white chalk)
  You gather your energy and pick up the chalk. You write, in large, shaky letters:
  
  IF YOU FIND THIS:
  Leave the school ASAP.
  I have located Jude, Keiko, George, Samir, and Tyrone
  and we are leaving as soon as we can.
  
  ~ Mr. Ginsberg
  
  After a moment, you draw a rectangle around it and add, "DO NOT
  ERASE!"
  
  Your entire arm aches as you drop the chalk back into its tray.
  
  > get all
  black wire wastebasket: To avoid confusing George, ask about one thing at a time.
  soggy pants: To avoid confusing George, ask about one thing at a time. George: To avoid confusing George, ask about one thing at a time.
  
  > get all
  framed photo: To avoid confusing Samir, ask about one thing at a time. rock collection: To avoid confusing Samir, ask about one thing at a time.
  Samir: To avoid confusing Samir, ask about one thing at a time.
  
  > get all
  Tyrone: You call, "Tyrone, would you please hold hands with Tyrone?"
  
  Tyrone shouts back, "That doesn't make any sense! How can I hold
  hands with myself?"
  
  You call back, "Never mind, I got confused for a moment."
  
  > I love you
  Adam won't understand those instructions. You need to rethink your strategy.
  
  (Reminder: If you just saw a "What do you want Adam to ?"
  message, please reenter your second command now.)
  
  > get all
  blue exercise mat: To avoid confusing Adam, ask about one thing at a time.
  your former self: To avoid confusing Adam, ask about one thing at a time.
  striped yellow paper clip: To avoid confusing Adam, ask about one
  thing at a time.
  oversized paper clip: To avoid confusing Adam, ask about one thing at
  a time.
  silvery paper clip: To avoid confusing Adam, ask about one thing at a time.
  striped red paper clip: To avoid confusing Adam, ask about one thing
  at a time.
  striped orange paper clip: To avoid confusing Adam, ask about one
  thing at a time.
  purple paper clip: To avoid confusing Adam, ask about one thing at a time.
  industrial flashlight: To avoid confusing Adam, ask about one thing at a time.
  Mr. Bunny: To avoid confusing Adam, ask about one thing at a time. ratty towel: To avoid confusing Adam, ask about one thing at a time. scrap of paper: To avoid confusing Adam, ask about one thing at a
  time.
  torn notebook cover: To avoid confusing Adam, ask about one thing at a time.
  pleated skirt: To avoid confusing Adam, ask about one thing at a time. deodorant spray bottle: To avoid confusing Adam, ask about one thing
  at a time.
  bobby pin: To avoid confusing Adam, ask about one thing at a time. broken ponytail holder: To avoid confusing Adam, ask about one thing
  at a time.
  reeking air freshener: To avoid confusing Adam, ask about one thing at a time.
  broken shoelace: To avoid confusing Adam, ask about one thing at a time.
  empty Cheetos bag: To avoid confusing Adam, ask about one thing at a time.
  heap of blue exercise mats: To avoid confusing Adam, ask about one thing at a time.
  distant black helicopter: To avoid confusing Adam, ask about one thing at a time.
  rope ladder: To avoid confusing Adam, ask about one thing at a time. hazmat suited woman: To avoid confusing Adam, ask about one thing at a time.
  Adam: To avoid confusing Adam, ask about one thing at a time.
  
  > get the woman
  You shout, "hazmat suited woman, would you please hold hands with hazmat suited woman?"
  
  hazmat suited woman calls back, "That doesn't make any sense! How can I hold hands with myself?"
  
  You call back, "Never mind, I got confused for a moment."
  
  > Go south
  Emily's former classroom is to the north, marked with a construction paper sign reading "Ms. Wagner's room - Come In!" To the south, there's an alcove that splits off toward the bathrooms. The hallway continues to the east and west, decorated with inexpertly drawn
  posters about When I Grow Up.
  
  The fire alarms flash and shrill monotonously.
  
  > go to the east
  The locker-lined hallway stretches from east to west. Pictures of famous Americans gaze starchily down from above the dull brown
  lockers, almost successfully concealing the old water damage on the walls. You can smell something burning.
  
  The fire alarms flash and shrill monotonously.
  
  > go east
  The kitchen has no windows, and without the overhead lights, it's seriously dark here. Counters and shelves are barely discernable glints in the blackness.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  > Go north
  You feel your way carefully through the maze of counters until you reach the cafeteria door.
  
  Even pushing through the swinging door takes more effort than it should.
  
  This is one of the few modern-day cafeterias that doesn't sport a set of vending machines in addition to standard cafeteria fare. Pale sunlight streams down through the high bank of huge windows, shining carelessly over the faded tile and the ceiling-high folded lunch
  tables alike. The kitchen door is to the south.
  
  The cafeteria doors are to the west, but they're completely blocked
  off behind the folded lunch tables.
  
  The door swings shut behind you.
  
  > Shout
  You call, "Hello! Does anyone hear me?"
  
  Nobody answers.
  
  > Exits
  From here, you can try going south into the kitchen or west toward the hallway.
  
  > examine the tables
  The windows are huge, almost six feet square, and they're positioned
  so far up the wall that the bottom of the frame is roughly even with your chin. You've heard Coach Lewis hypothesize that, since the kids aren't tall enough to see outside during lunch, it helps keep them focused on school during the day. It's yet another reason why you've hypothesized that Coach Lewis is a jackass.
  
  The ground slopes away on this side of the school, so the sidewalk is about fifteen feet below the window. Looking outside, you see a relatively untouched expanse of grass and concrete, though dark smoke rises from the high school across the way. Though contrails
  crisscross the sky, there is no one in sight, either on foot or overhead to the sidewalk below.
  
  The cafeteria lunch tables are peculiar industrial affairs that have the seats and tables all connected together. Unfolded, they stretch the entire length of the cafeteria; folded against the north wall, as they are now, they reach up to the ceiling.
  
  > move the tables
  The folded lunch tables are far too heavy to move in your weakened state.
  
  > climb the tables
  You're not up for clambering around right now. You might climb on something large and flat, like a desk, but some folded lunch tables? No.
  
  > go to the south
  You lean against the swinging door, which eventually yields.
  
  The kitchen has no windows, and without the overhead lights, it's seriously dark here. Counters and shelves are barely discernable glints in the blackness.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  The door swings shut behind you.
  
  > Shout
  You shout, "Hello! Can anyone hear me?"
  
  Nobody answers.
  
  > Shout
  You call, "Hey, can anyone hear me?"
  
  Nobody answers.
  
  > Shout
  You shout, "Is someone there?"
  
  Nobody answers.
  
  > Shout
  You call, "This is Mr. Ginsberg! If you can hear me, yell back!"
  
  Nobody answers.
  
  > Shout
  You shout, "Is anyone here?"
  
  Nobody answers.
  
  > Shout
  You call, "Hello! Can anyone hear me?"
  
  Nobody answers.
  
  > go south
  The failing fluorescent lights illuminate a kid-height drinking fountain in the south wall. The boys' bathroom is to the east and the girls' bathroom is to the west, both marked with Happy Hygiene signs reminding everyone about handwashing.
  
  The fire alarms flash and shrill monotonously.
  
  There's a wet spot growing on the carpet near the door to the girls' room.
  
  There's a small rubber wedge jamming the boys' room door shut.
  
  > go to the west
  Rubble and debris fill the back half of the bathroom. At least one pipe burst in the collapse, and water sprays steadily across the room to bounce off a stall door and pool on the ugly cream-and-black tiles.
  
  Keiko is sitting on the bathroom floor. Her hair and clothing are soaked from the spraying water, and her right leg is visibly broken.
  
  > ask Keiko,  to inventory
  You ask, "Keiko, do you have anything useful?"
  
  Keiko goes through her pockets, but comes up empty-handed. "Nothing," she says, looking worried.
  You say, "Okay, thanks for checking."
  
  > ask Keiko about George
  You ask, "Keiko, what do you think of George?"
  
  Keiko says in a lowered tone, "Do you know his mom died?"
  
  You pause for a moment. "Yeah, I knew. I didn't know you knew."
  
  Keiko says, "He doesn't tell many people. I bet he's pretty lonely."
  
  > ask Keiko about Keiko
  You ask, "Keiko, how are you doing?
  
  Keiko says, "It really hurts. I'm trying to be strong, Mr. Ginsberg"
  - she blinks for a moment - "but it really, really hurts."
  
  You say, "You're doing great, and you're being super strong. We'll
  get you to a hospital as soon as we can, I promise."
  
  > ask Keiko about Dylan
  You can't think of a sensible question to ask Keiko about dylan.
  (You could try asking Keiko about Keiko's right leg, Keiko's left
  leg, or Ashley.)
  
  > ask Keiko about Ashley
  You ask, "Keiko, what do you think of Ashley?"
  
  Keiko says, "She's friendly, and she's good at being in charge and making people work together."
  
  > ask Keiko about Adam
  You can't think of a good question to ask Keiko about Adam.
  (You could try asking Keiko about Keiko's right leg, Keiko's left
  leg, or Ashley.)
  
  > ask Keiko about Tyrone
  You ask, "Keiko, what do you think of Tyrone?"
  
  Keiko says, "He gets in a lot of fights, but it's mostly because he gets bored. And then he riles people up."
  
  > ask Keiko about Samir
  You ask, "Keiko, what do you think of Samir?"
  
  Keiko says, "He thinks about big stuff. Like clean water, and how to plant more trees. But he doesn't think about small stuff... like how to make things better now."
  
  You say, "Give him time."
  
  She shrugs a little and smiles.
  
  > ask Keiko about Jude
  You ask, "Keiko, what do you think of Jude?"
  
  Keiko sings, "Hey Jude...." She laughs a little at herself, and then says, "Jude's not bad. She doesn't fit in yet, but she's working on it."
  
  > Where is Ashley
  Keiko won't understand those instructions. You need to rethink your strategy.
  
  (Reminder: If you just saw a "What do you want Keiko to ?" message, please reenter your second command now.)
  
  > ask Keiko about the lockers
  Which do you mean, the narrow locker or the gym locker?
  
  > ask Keiko about the narrow locker
  You can't think of a good question to ask Keiko about the narrow locker.
  (You could try asking Keiko about Keiko's right leg, Keiko's left
  leg, or Ashley.)
  
  > tell Keiko about the weddge
  Rescue your students now, enlighten them later.
  [something].)
  
  > ask Keiko about the flashlight
  Which do you mean, the industrial flashlight, the battery compartment on the industrial flashlight, or the Energizer D-cell batteries?
  
  > Industrial
  You can't think of a good question to ask Keiko about the industrial flashlight.
  (You could try asking Keiko about Keiko's right leg, Keiko's left
  leg, or Ashley.)
  
  Keiko breathes through her teeth for a moment.
  
  > ask Keiko about the crutch
  You can't think of a sensible question to ask Keiko about crutch.
  (You could try asking Keiko about Keiko's right leg, Keiko's left
  leg, or Ashley.)
  
  > Sing
  You ask, "Hey, Keiko, why don't you sing to keep your spirits up?"
  
  Keiko says, "I only sing along with the radio, or when it's music class."
  
  Keiko breathes through her teeth for a moment.
  
  > Exits
  You can't go that way.
  
  From here, you can try going east to the hallway alcove.
  
  From here, you can try going east to the hallway alcove.
  
  > Go north
  You can't go that way.
  
  From here, you can try going east to the hallway alcove.
  
  > Shout
  You shout, "Is anyone here?"
  
  You hear a girl's faint cry from the supply closet. "Mr. Ginsberg!
  Is that you?"
  
  You call back, "It's me! Is that you, Ashley? Are you okay?"
  
  She shouts something back, but you can't understand her response. Her voice is really muffled.
  
  > think about Ashley
  Last year, Ashley's Cool Older Sister gave her a subscription to Teen Vogue, and Ashley's been in a hurry to grow up ever since. She
  already knows that it's not cool to raise your hand in class or to sit with the younger girls at lunch. Five years from now, she'll be holding hands with William Bradley, and she'll forget that she ever asked you how to become a painter.
  
  > get the white chalk
  You take a moment to update your note on the blackboard. Your arm aches all the way up to your shoulder as you drop the chalk back into its tray.
  
  > look
  You call through the closed door, "What do you see, Ashley?"
  
  From inside the supply closet, Ashley calls, "Mostly it's pretty dark. I can see a little bit from the light under the door, but I'm in the back and I can't see quite what's here. There's, um, coat hooks, and shelves with paper and stuff, and a bunch of boxes. Some of the shelves are too high for me to see what's on them. There's a big
  heavy block thing that has my skirt and a yardstick here."
  
  > ask Ashley about Ashley
  You call through the closed door, "Ashley, how are you doing?"
  
  Ashley shouts, "I don't want to be stuck in the dark any more. It's scary in here."
  
  You promise, "I'll get you out of there. Stay brave for me."
  
  > ask Ashley,  to check your inventory
  You call through the closed door, "Ashley, what are you carrying?"
  
  Ashley calls, "I don't think I have anything."
  
  You shout back, "Okay, that's fine. Let me think for a minute."
  
  > look in the boxes
  You call through the closed door, "Ashley, can you open the next box
  in there?"
  
  Ashley shouts, "It's all just teacher stuff!"
  
  You call through the closed door, "Could you be more specific?"
  
  Ashley calls back, "Uh... you know, stuff like the smiley face clocks for teaching time."
  
  You call back, "You're right, that sounds pretty useless right now.
  You can close that box up again."
  
  > take the yardstick
  You call through the closed door, "Ashley, would you please grab that yardstick?"
  
  Ashley shouts back, "Okay...."
  
  > put the yardstick under the door
  Ashley won't understand those instructions. You need to rethink your strategy.
  
  (Reminder: If you just saw a "What do you want Ashley to ?" message, please reenter your second command now.)
  
  > give the yardstick
  (to Ashley)
  You call through the closed door, "Ashley, please hand the yardstick
  to Ashley."
  
  Ashley calls back, "Mr. Ginsberg, who did you want me to give it