text: [Themes: war]
  
  > describe your surroundings
  With the overhead fluorescents out, it's particularly dim at this end of the hallway, but the flashing fire alarms illuminate the door labelled "KITCHEN STAFF - NO STUDENTS". The door is partly open, wedged in place with a serving tray.
  
  Jude is here, clinging to Mr. Bunny.
  
  George stands looking miserable with his hands in the pockets of his too-big pants.
  
  Tyrone is here, carrying an industrial flashlight. Light spears out from the flashlight in his hand.
  
  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.
  
  Because you know exactly where to look, you can see the ventilation grate against the darkened ceiling.
  
  Samir is standing nearby with his hands stuffed in his pockets.
  
  You can also see a pommel horse here.
  
  > go to the east
  Tyrone hesitantly follows the flashlight beam into the darkness.
  
  It's very dark in here, since the overhead lights are out. The flashlight beam paints its wavering yellow eye across a landscape of sterile steel. It's not much light, but it reduces the maze of counters to comprehensible rows, and it's enough to illuminate the swinging door leading north.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  Tyrone is here, holding hands with you and carrying an industrial flashlight. Light spears out from the flashlight in his hand.
  
  Because you know exactly where to look, you can see the ventilation grate against the darkened ceiling.
  
  Samir is standing nearby with his hands stuffed in his pockets.
  
  You can also see a pommel horse here.
  
  > look at the counters
  The flashlight's wavering eye reflects back from the polished steel.
  
  > Push horse north
  You ask, "Samir, can you push the pommel horse into the cafeteria? Tyrone, he'll need your help for this."
  
  Tyrone lets go of your hand.
  
  Tyrone puts the industrial flashlight on the floor.
  
  Samir and Tyrone gather around the pommel horse and try to move it. After straining for a few seconds, they give up. "It's too heavy!" Samir says.
  
  > Go west
  With the overhead fluorescents out, it's particularly dim at this end of the hallway, but the flashing fire alarms illuminate the door labelled "KITCHEN STAFF - NO STUDENTS". The door is partly open, wedged in place with a serving tray.
  
  Jude is here, clinging to Mr. Bunny.
  
  George stands looking miserable with his hands in the pockets of his too-big pants.
  
  The fire alarms flash and shrill monotonously.
  
  > get Jude
  You take Jude's hand. "Stay with me," you say.
  
  > get George
  You take George's hand. "Stay with me," you say.
  
  > go to the east
  Jude hangs back warily before spotting the flashlight inside.
  George hangs back warily before spotting the flashlight inside.
  
  It's very dark in here, since the overhead lights are out. The flashlight beam paints its wavering yellow eye across a landscape of sterile steel. It's not much light, but it reduces the maze of counters to comprehensible rows, and it's enough to illuminate the swinging door leading north.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  George is here, holding hands with you.
  
  Jude is here, holding hands with you and clinging to Mr. Bunny.
  
  An industrial flashlight sits on the ground, emitting a yellow beam of light.
  
  Tyrone stands with his arms folded across his pint-sized chest.
  
  Because you know exactly where to look, you can see the ventilation grate against the darkened ceiling.
  
  Samir is standing nearby with his hands stuffed in his pockets.
  
  You can also see a pommel horse here.
  
  > Push horse north
  You ask, "Tyrone, can you push the pommel horse into the cafeteria? George, Jude, and Samir, he'll need your help for this."
  
  George lets go of your hand.
  
  Jude lets go of your hand.
  
  Jude looks at Mr. Bunny, looks at the floor, and then hugs him even tighter.
  
  Jude tucks Mr. Bunny under her arm for safety.
  
  Tyrone, George, Jude, and Samir gather around the pommel horse and try to move it. With many small-kid grunts of effort, they get the pommel horse moving and successfully slide it into the cafeteria.
  
  > Go north
  You lean against the swinging door, which eventually yields.
  
  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.
  
  Samir is standing nearby with his hands stuffed in his pockets.
  
  Jude is here, clinging to Mr. Bunny.
  
  George stands looking miserable with his hands in the pockets of his too-big pants.
  
  Tyrone stands with his arms folded across his pint-sized chest.
  
  You can also see a pommel horse here.
  
  The door swings shut behind you.
  
  > examine the windows
  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.
  
  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.
  
  > break the window
  Breaking the window by hand is dangerous, and it might not even be possible. Samir will need something appropriately heavy even to try.
  
  > get on the horse
  You ask, "Tyrone, can you get up on the pommel horse?"
  
  Tyrone pulls himself up onto the pommel horse and then stands up.
  
  > look through window
  You ask, "Tyrone, can you check on those windows and tell me what's there?"
  
  Tyrone gives you a confused look.
  
  > TYRONE, ,LOOK AT WINDOW
  You say, "Tyrone, tell me about the windows."
  
  Tyrone says, "They're the cafeteria windows. They're really big, and pretty high up."
  
  > examine the black backpack
  You examine Tyrone's backpack. It's a basic black canvas backpack, with all the normal zippers and accoutrements.
  
  In the black canvas backpack are a bobby pin and a broken shoelace.
  
  > examine Samir
  He's heavily smudged with dust and grime, but generally looks unhurt.
  
  Samir is wearing a bulging blue knapsack, a purple polo shirt, and a pair of black shorts.
  
  > examine the knapsack
  You examine Samir's knapsack. Samir's blue knapsack is generally sun-faded, but there's a brighter patch on the back. There's a suspicious bulge weighing down the bottom of the knapsack.
  
  > open the knapsack
  You say, "Samir, I need to see your knapsack for a moment."
  
  You open the bulging blue knapsack, revealing a large geode.
  
  > examine the geode
  You examine the large geode inside Samir's bulging blue knapsack.
  It's a cut geode half - boring grey on the outside, but a glittering mass of dense blue crystal on the inside. This particular geode is almost as large as a softball. It has almost no hollow space left,
  and no sharp points on the inside.
  
  > throw the geode at the window
  You ask, "Samir, can you throw that geode through that window?"
  
  (Samir first taking the large geode)
  You ask, "Samir, can you please grab the geode from that knapsack?"
  
  Samir picks up the large geode.
  
  Samir measures the distance for a moment, hefts the geode in both hands, and then pitches it at the center window.
  The geode sails through the elderly windowpane with a magnificent crash, leaving an empty window frame edged with jagged shards behind.
  
  Samir won't understand those instructions. You need to rethink your strategy.
  
  (Reminder: If you just saw a "What do you want Samir to ?" message, please reenter your second command now.)
  
  > enter the window
  (the empty window frame)
  The bottom of the window frame is almost two feet above Samir's head. He'll need to get up on the pommel horse first.
  
  > get on the horse
  You ask, "Samir, can you get on top of the pommel horse?"
  
  Samir pulls himself up onto the pommel horse and then stands up.
  
  > enter the window
  (the empty window frame)
  You ask, "Samir, can you go through the empty window frame?"
  
  Samir goes through the empty window frame.
  
  > look
  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.
  
  Jude is here, clinging to Mr. Bunny.
  
  George stands looking miserable with his hands in the pockets of his too-big pants.
  
  One of the windows has been shattered, leaving an empty window frame edged with jagged glass shards.
  
  You can also see a pommel horse (on which is Tyrone) here.
  
  > Shout
  You shout, "Hello! Does anyone hear me?"
  
  > look
  You call, "Samir, tell me what you see?"
  
  Samir yells, "It's the sidewalk outside school. You can see the
  recess grounds over there through the fence. There's a rock here."
  
  > ask Samir,  to go downward
  Running the layout of the school through your head, you don't think Samir can go down from where he is.
  
  You could ask him to go north along the sidewalk.
  
  > look at Samir
  He's heavily smudged with dust and grime, but generally looks unhurt.
  
  Samir is wearing a blue knapsack, a purple polo shirt, and a pair of black shorts.
  
  > Go north
  You can't go that way.
  
  From here, you can try going south into the kitchen, east out the broken window, or west toward the hallway.
  
  > ask Samir,  to go north
  You call, "Samir, I need you to go along the sidewalk."
  
  Samir yells, "Okay, I'm going now!"
  
  > look
  You shout, "What do you see, Samir?"
  
  There is no response.
  
  > go north
  You push painfully through the swinging door.
  
  It's very dark in here, since the overhead lights are out. The flashlight beam paints its wavering yellow eye across a landscape of sterile steel. It's not much light, but it reduces the maze of counters to comprehensible rows, and it's enough to illuminate the swinging door leading north.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  An industrial flashlight sits on the ground, emitting a yellow beam of light.
  
  Because you know exactly where to look, you can see the ventilation grate against the darkened ceiling.
  
  The door swings shut behind you.
  
  With the overhead fluorescents out, it's particularly dim at this end of the hallway, but the flashing fire alarms illuminate the door labelled "KITCHEN STAFF - NO STUDENTS". The door is partly open, wedged in place with a serving tray.
  
  The fire alarms flash and shrill monotonously.
  
  This part of the hall has been plastered with signs in unsubtle red, white, and blue, occasionally accented with yellow smiley-face stickers. The overhead lights are flickering weakly here, and the power probably won't last long. The hall continues south toward the school kitchen and north toward the classrooms.
  
  The cafeteria doors are to the east, but they're closed and locked, since lunch ended hours ago.
  
  The fire alarms flash and shrill monotonously.
  
  Fire alarm lights strobe across a painfully cheerful mural on the east wall, positioned exactly opposite the west-facing hallway. The classrooms and the gymnasium are off to the west, the science and computer labs are north, and the cafeteria is off to the south, but
  you can see from here that no part of the building went unravaged. At least it looks like most of the kids made it out.
  
  The fire alarms flash and shrill monotonously.
  
  There's a bulletin board lying face-down on the floor.
  
  > Shout
  You shout, "Hello! Can anyone hear me?"
  
  Jude doesn't answer you.
  
  > go north
  With the overhead fluorescents out, it's particularly dim at this end of the hallway, but the flashing fire alarms illuminate the door labelled "KITCHEN STAFF - NO STUDENTS". The door is partly open, wedged in place with a serving tray.
  
  The fire alarms flash and shrill monotonously.
  
  It's very dark in here, since the overhead lights are out. The flashlight beam paints its wavering yellow eye across a landscape of sterile steel. It's not much light, but it reduces the maze of counters to comprehensible rows, and it's enough to illuminate the swinging door leading north.
  
  Reflected fire alarm light flickers in the doorway to the west.
  
  Because you know exactly where to look, you can see the ventilation grate against the darkened ceiling.
  
  An industrial flashlight sits on the ground, emitting a yellow beam of light.
  
  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.
  
  Jude is here, clinging to Mr. Bunny.
  
  George stands looking miserable with his hands in the pockets of his too-big pants.
  
  One of the windows has been shattered, leaving an empty window frame edged with jagged glass shards.
  
  You can also see a pommel horse (on which is Tyrone) here.
  
  The door swings shut behind you.
  
  > enter the window
  (the empty window frame)
  You ask, "Tyrone, can you go through the empty window frame?"
  
  Tyrone goes through the empty window frame.
  
  > Shout
  You call, "Tyrone, I need you to shout now, a really big shout.
  Ready?"
  
  Tyrone gives a big, wordless whoop.
  
  > enter the window
  (the empty window frame)
  
  Black smoke rises over the school, shattered glass litters the ground, and the daylight never looked so good. Since the fence stops you from going south, the only way to go is north along the sidewalk.
  
  Tyrone stands with his arms folded across his pint-sized chest.
  
  You can also see a large geode here.
  
  > jump
  The empty window frame provides access to the outside, but it's edged with jagged shards of glass. If you try to pull yourself up by the frame, you'll slice your hands to ribbons.
  
  > get on the horse
  You get onto the pommel horse.
  
  > jump
  Ask a girl with a broken leg to jump up and down? That's an awful idea.
  
  > jump out the window
  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.)