Hot Cereal


Introduction:

I started writing Hot Cereal many years ago. Over 20 years ago, in fact. It was largely inspired by two things. The main influence was a "You Decide" book, By Balloon to the Sahara, I think. Those books had become a bit of a fad when I was a teen-ager back in the 1970s. The title was inspired by a local late-night TV show called "Hot Serial" that came out about that time, which showed episodes of old movie serials -- you know, with Flash Gordon or Commando Cody and his rocket pack, and a cliffhanger ending for all the episodes but the last.

I started typing it on half-length pages of paper on a manual typewriter that was rather old even then. The project got set aside for a number of years, and then I ran across it again and picked up where I left off. So it's been through a lot. It's also been on the web before. I hope you enjoy this version.

Many of the storylines end after only 4 or 5 decisions, you'd be doing fine to last for 7 or 8 decisions, and if you make the right choices early on, you may stumble upon the branch that will let you last for 10 or even up to 15 decisions! Of course, some of the shorter stories have happy, funny, or harmlessly weird endings, so don't feel bad if you don't get very far -- just use your "back" button to go back and start all over!

Of course, I have a pretty wild imagination, so if you start reading and clicking on those page links to find out what will happen next, just remember I warned you... you've fallen into the clutches of

The Mad Storyteller!

Bwah hah hah hah haaaa!

You'll never find all the paths! Your mind will reel at the twists, turns, overlaps, and crossing of plot lines! The bizarre events and endings will challenge your sanity!

You're doomed!

Doomed, I say!

Hey! Come back here! It'll be fun!

Let me know if you spot any typos (send e-mail to david.bump and be sure to add the @att.net on the end).

Oh, by the way, do try to avoid the giant octopus...


Start: Page One

It's a rainy Monday morning and you're having hot cereal for breakfast. You hate Mondays, mornings, rain, and hot cereal. Just as you are wishing for the umpteenth time that there was a way to get away from all this, you notice a funny-looking man walking by your window without an umbrella ... and perfectly dry!

While you are trying to recover from that odd sight, another person walks by in the other direction, carrying an umbrella, but HE is wearing a rubber diving suit!

That does it! You're not about to sit around there just eating hot cereal any longer! You've just got to follow one of those men. But which one? The man without the umbrella went to page two, the man in the diving suit is on page three.






































Page 2

You dash out your front door just in time to see the man without an umbrella turning the corner. You manage to follow him to the edge of town where he enters the creepy old Featherstoneshaw mansion. It is supposed to be haunted, but you just can't turn back now. The only question is, should you content yourself with just looking in the windows, or should you try to get inside?

You can stay outside on page four, or think about how to get in on page six.






































Page 3

You dash out your front door just in time to see the man in the diving suit heading for the water front. In a flash of genious, you guess he is going scuba diving. You rush down a back alley to your scuba club. You get your equipment on and emerge to see the man just entering the water. You dive in, too, and follow at a discrete distance until you see him enter a cave. You follow, and when you swim up through the entrance, you find the cave is filled with air, but the man is nowhere in sight. There are pathways to the left and right you may take, but maybe it would be a better idea to turn back and try to get help or something.

Turn left to page five, turn right to page seven, or turn back by jumping ahead to page nine.






































Page 4

You crouch down in some bushes next to the house. Before you can peer through the window, you hear some one coming down the side walk. You peek through the bushes and see some people heading for the house. They all appear to be walking stiffly. Something's fishy here. But should you show yourself to them and see if they can help you figure out what's going on, or should you lie low and try to watch them through the window?

Stand up and be counted on page eight, or remain a silent minority on page ten.






































Page 5

You decided to turn left,eh? As you head down the narrow tunnel, you notice the man's scuba tanks carelessly thrown aside, as if they were not going to be used again! Furthermore, as you examine the regulator, you realize that it shows that the tanks have not been used! This is a little bit too freaky, don't you think? This could be your last chance to turn back before

THE END!

No, of course it's not the end yet, but it IS your last chance to turn back (page nine, remember?) or you can go on by going on to page eleven.





































Page 6

As you step out of the rain onto the porch of the dark mansion, the thought occurs to you that you can't just walk right into the house as if you owned it. You had better knock first. But wait a minute! This is not an ordinary house, or an ordinary man you've been following, for that matter! Maybe you had better sneak in so you can find out what he's up to in this spooky old place.

Step right up to the door and knock on page twelve, or sneak on over to page thirteen.






































Page 7

Not long after you start walking down the right passageway, the tunnel turns down and enters the water again. The rocks are wet from splashed water, so you feel pretty sure the man went this way. You enter the water again,and follow the tunnel for a good distance, and then it widens out into a cavern. You swim up through the dark waters that are lit only by a dim phosphorescence. Suddenly, you break through the surface. Through the gloom, you see a rocky shore not far from you. Should you get out of the water and explore the cave on foot, or stay in the water and see what you can discover that way?

A fairly simple choice, isn't it? But the wrong decision could have grave censequences! Mua ha ha ha!

MUA HA HA HA HAAA...

Oh, hey, come on, it's just a silly story!
Page fourteen if by land, page sixteen if by sea.





































Page 8

You stand up and walk ot of the bushes, and intercept the people just as they get to the porch. "Wait a minute..." you say.

They all turn and stare at you with curiously blank eyes.

"Do you people know what's going on here?"

But instead of replying, the people quickly surround you and grab you with vise-like grips and practically carry you into the house! They take you through many dark, twisting passages and finally enter a room that is obviously the laboratory of a mad scientist! Standing in the midst of the weird equipment is the man you were following, and he is frowning darkly.

"All right, you can let him go now." he growls.
Is he actually friendly, or should you try to escape?

You may choose to:
I)Give yourself up on page fifteen.
II)Try to break through a window that you see (page l7)
III)Try to knock down the man and head for the door on the other side of him on page nineteen.





































Page 9

Just as you turn around, you feel a slight trembling and hear a low rumbling noise. A cave-in! You head back towards the entrance, but as you swim through the tunnel leading to it, you come upon a wall of rocks! NOW what are you going to do?

You think that the entrance is not far, so maybe you should try to dig your way out on page eighteen. But there was air in the cavern, and the left passage looked promising -- you could go to page twenty and see if it's safe. Or maybe the right passage is the right way to go. Who knows? You can find out on page seven.

It's your choice, so think carefully, even if thinking about it probably won't help anyway!

Ha ha ha! Ah ha ha ha!






































Page 10

You crouch down even lower into the bushes as the people walk by, until you hear the people enter the old mansion. Then you cautiously peer through the window and wait for them to come into view. Suddenly SOMETHING grabs your ankles and drags you through a small basement window. Ycu land with a dull thud on the floor of a dank, dark, cell-like room, and there, glowering over you, is the man you were following! "So, spying on me, were you? Well, I don't really mind. I suppose you're just curious. A person like you might enjoy helping with some scientific experiments I'm engaged in. Or are you going to be a party pooper and ask to go home, eh? Heh heh heh heh!"

Well, how about it, Hero? Are you going to stick around and experiment on page twenty-one, or are you too pooped for a party this wild? If so, ask to go home on page twenty three.






































Page 11

Steeling yourself for any weird danger that might await you around the next corner, you follow the tunnel down and around a corner. Then, the tunnel widens into a cavern whose steeply sloping sides stretch away out of sight. But the only thing in your sight that you have eyes for is an immense, glittering city that fills the cavern. You have found the lost city of Atlantis! But as you gaze at the city in awe, you realize that someone is gazing at you! A group of people, who all seem to be dressed in diving suits, are looking at you and talking among themselves. Suddenly, they start to move in your direction! They're not very far away already! Should you give yourself up, or will you finally turn back for good and try to get away from them?

It's your choice: give yourself up to the nice, weird people on page twenty-two, or run for it on page twenty-four.






































Page 12

Ready to confront any creepy little man in any old haunted mansion, you boldly step up to the door and knock. Everything goes black, and too late you realize the door was booby trapped, and you've fallen (literally) for the ol' trap-door-under-the-welcome mat trick. As you seem to be sliding down a long chute you wonder when you will get to

THE END.

When it comes, you almost miss it. You finally realize that you are no longer moving, but it is still so dark that you can't see a thing.

Now what are you going to do? Risk the terrors that may lie in wait in the darkness ahead? Or would you prefer to just sit there and see what happens, if any thing?

Either you can grope ahead to page twenty-five, or you can go to page twenty-six and just sit there.






































Page 13

Since you have decided that sneakiness is the better part of valor, you leave the door and creep over to the window. You slide the window open as carefully as you can, and then slip through it feet first, lowering yourself down into the cellar by hanging onto the window ledge.

You let go of the window ledge, but instead or dropping to the floor, you fall into a vat of liquid!

Weirdly, as soon as you bob to the surface, you float up into the air and through the window!

Eeeek!

You're swelling up like a balloon! As you're going through the window, you manage to grab a curtain...

but then you see a hairy hand holding the other end of it!

There seems to be a small dilemma here. Should you hang on and meet ol' Hairyhand on page twenty-seven, or let go and hope you don't float up to the stratosphere on page twenty-nine?






































Page 14

You climb out of the water onto the dark shore and find ....

AAAAAAugh! Absolute nothingness!

The entire world is a featurless void! How can this be?

... Oh, sorry, I lost the original page 14. Hang, on, I'll re-write it. Hope I remember it right. Fortunately, I kept notes... Let's see... Ah, yes...

You see a shack not far away. It is small and old, dirty and decaying. At first you are certain that it is completely deserted, but then you see a glimmer of light from the bottom of a window, as if a light is shining from under a window shade that doesn't quite reach to the bottom of the window.

Hmmmmmm, verrrrrrry innnnnteresting. But also perhaps dangerous. Ah, according to my notes, you are supposed to get the following choice: either wait here and see what happens, or go and check the shack up close.

So, to wait, go to page thirty. To sneak up to the shack, sneak to page twenty-eight.

(By the way, can you say "Check the shack" five times quickly? Really? How quickly?)






































Page 15

"All right, I give up," you say. The man looks down his nose at you and says, "That's good for a start. But now tell me if you will be my assistant in a magnificent and wonderful experiment, or leave this place, never to return and find out my secret? If you choose not to join me, I will let you walk out of here by yourself, but if you join me, you will help to do a great service to the whole world, and receive a rich reward,as well."

Sounds like a pretty good deal, doesn't it? You can join the professor on page thirty-one, but if you don't mind never finding out what's going on here, skip to page 23.






































Page 16

As you swim sowly in the dim light, you see a huge, dark shape rising out of the water ahead of you. It looks like a submarine! You start to swim over to investigate, but then you feel something wrap itself around your ankle! It drags you down below the water, and soon you see a pair of huge, glowing eyes! You are in the deadly embrace of a Giant Cave Octopus!

Fortunately, your diving equipment includes a very sharp knife. But what is the best way to use it? Should you use it to saw off the arm that's holding you, or wait until it drags you close enough to stab it's head?

It's your choice, and you had better make the right one. Start sawing that arm off quick on page thirty-three, or bide your time until the last minute and hope you can kill it before it chomps down on you with it's gaping beak on page thirty five!






































Page 17

Breaking through a window shouldn't be too hard, they do it all the time in the movies. Just like a pro stuntman, you dash across the room and leap high in the air with a perfect Flying Drop Kick, and THUD! Nothing happens! Except your legs crumple like accordians and you fall to the floor with another thud. The strange little man bends over you with a sickly-sweet smile and says, "Silly fool. Did you think I would be so stupid as to have my secret laboratory in a room that any snoopy person could look into? That window is really a three-dimensional picture, which I hung there to make the place a little more cozy. Now, shall I keep you in the sub- basement, or in the attic? I'll let you decide."

Of course, you're not too thrilled with the options you have, but you might as well try to guess the lesser of two evils. Sub-basement, page thirty-four; the attic, page thirty-six.






































Page 18

You start to pull the rocks from the wall that has just fallen in front of you. You are surprised at how easy they are to move. Finally you break through. The rocks tumble outward and you see some light coming through the hole. You pull more rock out of the hole and swim through it. You are shocked to find the surface only a few feet above your head. As you break the surface, you look towards shore, which you are surprised to see is only a few feet away. Even more shocking is the fact that on the shore is a group of men who appear to be pointing a large machine in your direction. It looks like a giant ray gun from some movie. Should you yell at them to let them know you're there, or would you feel safer diving back through the cave?

(You can yell on page 37, or go back through the cave on page 39.)






































Page 19

As soon as the strange people let go of you, you charge at the odd little man in true football lineman style.

Bam!

He goes down. You race across the room, through the door, and into a dark corridor.

Continuing on, you soon become completely lost in the maze of corridors, stairs, and winding passageways. You pause for a moment, breathing hard, and listen carefully for sounds of pursuit. There are none. But then you hear a deep voice whispering to you from behind a door that is opened just a crack. "Quick! Come in here with me!" The Voice says. Should you trust whoever (or Whatever!) it is? Or do you think you would rather try to find your own way out?

The Voice in the room is on page 38, the Rest of the Mansion is on page 40.






































Page 20

You turn around and go back down the left passage way. Soon it leads upwards and you see light ahead. You come out of the cave onto what appears to be a rocky island. As you look about you, you see a small, weather-beaten shack. Then you see a dark figure come around from behind the shack. Slowly, he raises a gun until it is pointing straight at you. "Hold it right there!" He growls. Now what are you going to do, Hero?

You can chose to:
1: Just give yourself up on page 41.
2: Turn back toward the cave and try to escape that way, on page 43.
3: Dive for the water that is nearby and hope you can get deep enough under water to be safe before you get shot on page 45.






































Page 21

As you tell the professor that you will stay and help him, there is a knock at the door, and the stiffly-walking people come in. The professor explains that they all have arthritis, and he has developed a specially-treated food to cure them. He needs you to volunteer to eat the food every morning, but without the special ingredients. That way, he can see if eating so much of the food will have any effect by itself. That sounds OK to you, but first you want to know what kind of food it is.

"Hot cereal!" he replies.

Yuck! The food you love to hate most. You politely ask to leave, and the professor politely shows you the way out.

It is a dull and disappointing ending to what looked like an exciting adventure. Then you remember that you forgot about finding out how the professor stayed dry in the rain without an umbrella. You take one look back at the creepy old mansion, and then decide that maybe dull endings aren't so bad after all.

Yep, that's

The END.






































Page 22

O.K., wimp, just stand there and put your hands up while the freaks surround you.

Have you noticed how reallv strange they are? Their wet suits are so tight -- maybe that's their skin! And their faces seem to glow with a deep violet light. As they gather around you, they speak in a strange language with squacky, high-pitched voices. Are those antennae sticking up behind their ears?

Hey, listen, maybe these creatures are really fron Outer Space or something! The way they're looking at you, maybe they want to have you for supper -- with you as the main course! So are you going to stay Mr. Nice guy, or are you going to crack some heads and get out of there?

Prisoners go to page 47, fighters go to page 42.






































Page 23

Ooops! A computer gremlin switched my digits! I meant to tell the quitters to go to page 32! (If any of you have decided to be joiners after all, you can still sign up with the professor on page 21.)





































Page 24

Let those weirdos get ahold of you? No way! You turn and run like a turkey on Thanksgiving. Those creepies didn't look like they could run very fast -- you should be home-free in no time. Except that there are two more of them coming down the tunnel toward you... Oh, well, nice try.

Before you know it, you are surrounded by a dozen of these fishy-looking characters. They quickly march you down to what seems to be a public square on the edge of the fantastic city. A group of extra-large fishmen there are standing around one who is wearing a tall cap that seems to be made of glittering fish scales. One of your captors whispers sonething to him, and he says in an imperious voice, "We have one law for all trespassers; they may choose to join us freely, or to have their fate decided by the High Council." He looks at you and says, "You must decide now!"

Well, pal, what'll it be? You wanna become a fishperson? Would-be gill-breathers go to page 46. Wanna be your own lawyer before a council of weirdos? Proceed to page 49. Nice choices, huh?






































Page 25

Grope, grope, grope -- this is not a whole lot of fun, is it?
If you stand up and feel along the walls, you keep imagining trapdoors and gaping holes in the darkness before your feet.

When you try crawling and feeling the floor ahead, it is cold an damp, and you wonder if' you are about to stick your hand into somethlng really disgusting, like something that's dead and moldy.

And what about rats? Oooh, you wish you hadn't thought of that possibility.

And then it happens! You touch something... hairy!

It isn't a rat, though, it's ... a massive arm! Your hand freezes there, but the arm doesn't move. Is it dead? No, it is warm, and now you hear the slow breathing of someone (something?) sleeping.

Now what?

Good question, eh? Here's a couple answers: You could try to move quietly around Ol' Hairy arm and not wake him (it?) up -- page 44 -- or you might hope that this large person (?) could be helpful, and wake the owner of the arm up on page 48.






































Page 26

Oh, going to play it safe and wait right there, eh? That seems like a wise choice. Okay, you're waiting. Wait wait wait wait. Wait, wait, wait, wait. Wait wait. Wait. Wait. Wait.

Wait.

Wait.

Wait.

Wait.

Wait.

Wait.

Had enough? Yes? Then I'll let you go to page 25 after all. Have fun groping. Oh, there is one other alternative -- you could just wait: keep reading this page until you die of old age or go kookoo, whichever comes first!

BWAH HAH HAH HAAAAA!






































Page 27

Afraid of heights, I see. Fine.

In a couple seconds, the hairy hand and its mate haul the curtain and you back inside. The rest of the guy is even scarier-looking than his hands! He's big and pale-faced, with bulgy, blood-shot eyes. He turns his head and stares at you as you bob around in the air at the ceiling.

Having no-one else to turn to, you ask him if he knows any way to get you back to normal. He turns without saying a word, and walks to a cabinet full of bottles of various- colored liquids.

Now that you have the time, (and nothing better to do) you look around and see how very much this room looks like a Mad Scientist's laboratory.

Your new friend (let's call him Igor) returns with a vial of purple, bubbly liquid. He hands it up to you and makes a sign that indicates you should drink it.

Uh, did I say he was your friend? If you really think so, go ahead and drink that stuff (page 52), but if you feel like saying, "No, thank you." then just go to page 50.






































Page 28

Bravely, you go right up to the shack, and peek inside through the space between the window shade and the sill. There's nothing inside. Not a stick of furniture, not a thread of carpet. Nothing but bare wood.

Wait! What's that?

A dark spot on the floor... no, it's a perfectly round hole, big enough for a man to get through. While you're being brave, (and there is no one around) you decide to go inside the shack for a better look.

You quickly locate an unlocked door, and soon you are standing by the mysterious hole. The hole itself isn't very odd, but as you look down into it, you can see nothing but darkness. Wait... is that the glint of light off water, or is it a metal ladder? Should you lower yourself into the hole to find out, or should you stand there and look around the shack a little more?

Go down into the hole on page 53, or get a better view of the shack by looking at page 56.






































Page 29

Oh, what fun 'twould be to float through the sky like a balloon! You let go of the curtain, glad to get away from that mysterious, ugly hand. You're lighter than a soap bubble, maybe lighter than a helium ballon -- hmmmmmm, unfortunately, you're also still swelling, so you are beginning to look rather like a blimp! Worse yet, you are ganing altitude -- what if you just keep going up, and can never get dowm again? Yikes!

Ah, there's somebody walking down there you can yell at to get help. But wait -- there's something odd-looking about about the stranger. You're sure you've never seen this person around here before. Would he help you, or ... ???

Take your chances with the stranger on page 51, or take your chances with going into orbit on page 54!






































Page 30

All is still and dark as you wait and watch the cabin. You're so tense from the suspense, that you only notice the sound of footsteps when they are practically right behind you! You whirl around, and, yes, there is someone standing right there. It's too late to do anything, even if you weren't too surprised to think of something.

It doesn' t matter, though, as the shadowy figure makes no threatening moves. You can't quite see the face in the darkness, but somehow this stranger seems familiar. The stranger says in a reassuring tone, "It's all just an amusement park. Might as well go home."

With that, the stranger abruptly turns and walks away through the gloom. Could that be true? Should you just try to follow the stranger? Or do you want to take a peek inside that shack first?

Follow stranger: page 55 Check Shack page 58






































Page 31

"A great experiment?" you say, "A rich reward'? That's for me!"

"Very well," replies the professor, "The first part of this experiment is to discover How to Keep a Stupid Snoop in suspense!" and then he pulls a big lever in the wall beside him, and...

Hey! You're sitting on the sidewalk outside the house! How did that happen? What about the experiment? Better yet, what about your reward?? Ooooh, your curiosity is killing you, and the suspense is enough to... hmmnmmmm. Ah, who cares about that kooky old smarty-pants anyway? Might as well go home and finish your breakfast.

THE END.






































Page 32

I think you've made a smart choice. The professor courteously shows you to the door -- is this the same door you saw before? -- oh, it doesn't matter. You might as well be glad you didn't get into some serious trouble, and just go home, and consider this

THE END

Oh, but just as you start to leave, you hear a burst of laughter from inside. Wnat was that all about? Never mind, you're going straight home anyway. Or are you? If you really want to, you can select one of two options. You don't have to, though -- you can just go home now. (Close your web browser, and/or start all over again.)

You could, though, just take a little peek at page 57 -- oops, I mean, peek through the door, which the professor didn't close all the way...
Or if you're suddenly feeling really bold and daring, just take a flying leap through the open window on page 60!






































Page 33

No ravenous mutant giant octopus is going to make a meal of you! You grab your trusty knife ..... .hrnmmm, your fingers must be numbed by the cold water -- it seems hard to get a good grip on your knife. My, that octopus tentacle is tough, too, and it won't hold still while you try to cut it... and now all those arms are wrapping around you, making it difficult to -- oh, phooey, you just dropped your knife...

Ah, yes, nothing like a nice big breakfast to top off a happy ending... happy for us octopi, that is. You ARE an octopus, too, right? So you were hoping all along that the poor, hungry octopus would be okay. But at any rate, for the human character (whoever it was) this is just

THE END.






































Page 34

Down you go, down several flights of stairs, the professor right behind you, prodding you onward each time you pause at tne thought of the horrors that lie ahead. With each step you take, the stairwell seems to grow darker, dirtier, damper, and cob-webbier. Finally, you reach the bottom. The professor takes a torch from the wall and lights it, and points down a long, arched hallway. For some reason, you feel no desire to escape as you follow your long, wavering shadow to a big, black wooden door. You seem to be in a trance, as the door to the dungeon (the door has a sign saying "Dungeon" on it) slooowly swings open before you ...

Oooooh, I can't bear to look as you enter ...

What's that sound?

Music?

Happy music?

and laughter? The happy, carefree laughing of many people???

Oh, all right, I'll look.

Oh! The door is closing! Wait! Open the door! Let me see! what are you doing in there? What's going on? Something's blocking the keyhole.

Hey, I'm supposed to be writing this story, you can't do this to me!

Oh well, hope you're having fun.

As for me, it looks like this is as far as I go.

THE END






































Page 35

You grab your knife and realize you won't have long to wait. That's a good thing, because your fingers feel sort of numb. You also realize that you are probably a goner anyway, as all those other arms reach out to get you. Somehow you manage to keep your knife arm free, until at last you are close enough to make a stab -- you can hardly hold onto the knife now, and the water slows your arm -- ah! got it right between the eyes! But the knife seems to do no more than scratch the skin! Still...

the octopus reacts wildly!

It flails its tentacles, and then jets away, disappearing behind a cloud of black "ink."

You swim away from the dark cloud, too, and run right into a ... submarine? Or rather, it runs into you -- it's moving! The water pressure as it moves holds you to the hull, but do you really want to go along with it?

Hang on, and it will carry you to page 61, or let go and drift back to the octopus lair on page 63.






































Page 36

The professor leads you up a long flight of stairs, and then, as he lets you go ahead through a door at the top, he closes it and locks it. You are all alone. But this does seem to be nicer than the sub-basement would be. You're at one end of a long passage, which is dusty and full of cob-webs, but at least there is light coming in through a window at the far end of the hall.

You might have expected to see a lot of weird junk up here, but instead, it is completely bare. There are several doors on each side of the hall, though. Maybe you would like to see if one of them is unlocked? There's that window, too; you could look out and wave at people or see if you can open it and climb down somehow.

If you want to explore a bit, I think there's something interesting -- or was it just horrible? I forgot -- on page 62. If you just want to get out of here, try the window on page 64.






































Page 37

Yeah, those guys don't look like soldiers or weirdos or anything. Go ahead and yell at them.

That's it, wave your arms, too.

Oh, good! They've noticed you.

But that machine is still pointed at you!

One of the men who looks like he's in charge is yelling at you, but you can't make out what he's saying ... are they foreign terrorists? Aliens?

Oh, no, you've just got water in your ears yet. Shake your head -- there, that's better.

"Hey! You! You in the water! Get out of there! We're shooting a movie about giant octopuseses here, and you're right in the middle of the next shot!"

Oh, that's what that thing is -- some kind of fancy movie camera. What a relief! You suddenly feel that you have had enough excitement for one day. Seems like "adventure" just means taking foolish risks. As you head for home, it occurs to you that, compared to getting trapped in an underwater cave-in, having hot cereal for breakfast is not so bad. Not bad at all.

THE END.






































Page 38

You go into the room, which seems rather dark...

WHAM!

The door slams shut behind you. Now it is completely dark, and somewhere in tne darkness is the owner of tnat mysterious voice! listen... you can hear the raspy breathing... now tne voice speaks again.

"Sorry about that. Don't be afraid. It's just that I'm rather sensitive to light. And I don't like people to see me." (Oooh, that's a comforting thought.) "Don't worry about the professor, either. He's a little kooky, but he isn't nasty or anything. On the other hand, you wouldn't be the first one to come into this house, and never leave again. Doc's kinda absent-minded, and sometimes forgets to make sure all his 'visitors' get out. 'Course, I LIKE it here ... but I suppose you'll want to be leaving now."

You feel a large, cold hand grab yours, and you are pulled through the darkness, until your hand is placed on something hard and cylindrical. The voice tells you it's the handrail for the back stairs, and the professor never locks or guards the door at the bottom. You feel for the first step with your foot, then remeber to say thank-you and goodbye. Then you take the stairs to a door which truly is unlocked, and soon you are safe at home.

THE END.






































Page 39

Bloop! You duck back underwater and head for the bottom at top speed. You can almost feel the heat from that horrible raygun cannon. There's the cave, straight ahead. You ought to be safe there. You pull yourself in just a short way, remembering how you were almost trapped before.

Oh, no! everything is shaking AGAIN!

Aaaaaarrrg!

Large boulders tumble onto your leg, pinning you in place. More boulders and smaller rocks tumble down through the water, looking strangely like giant snowflakes or snowballs, or doughballs, or -- something soft and white, you just can't quite put your finger on it. Everything seems to be going in slow motion. Then a falling rock knocks away your mask and breathing tube!

Aaaack!

You can't see --

can't breathe!

Help!

Blub, blub, glubble-ub!

You sit up -- what? Where are you? Oh, this is your kitcnen! Ha! You were daydreaming at breakfast, fell asleep, and slumped over, right into your bowl of (cold) hot cereal! It was all just a dream. You're not hurt a bit! Oooh, YUCK, but, what a MESS you are, with mushy hot cereal all over your face!

THE END.






































Page 40

Run! Run!

Who knows what sort of horrible creep you might find in this weird place. You run down the hall as fast as you can. At least, you move your legs and feet as rapidly as possible. For some reason, you don't seem to have gone very far. You're not going anywhere right now.
Is this really one of those horrible nightmares?

Oh, now you see that this part of the floor is really like a giant treadmill, sliding away under your feet. Actually, it now seems to be going faster than you can run, so you are going backwards! Looking over your shoulder, you see tnat there is also now a big hole in the floor back there! You try to run even faster, but it is no use. You are too tired, and besides, you trip and fall, and whoosh! you slide down into the hole.

You feel like you are spinning around and around, and start to get a bit sick in your stomach. Then, with a

thud,

you are sitting outside on the ground, in the sunshine.

Hey! You're at a carnival or something. Instead of a creepy old house behind you, there's a funhouse! Over there is -- oh, why try to make sense of it? Just be glad you're out and safe, and go home!

THE END.






































Page 41

Oh, who wants to be a hero, anyway? They get killed too often. You raise your hands and tell the stranger that you give up. He flashes a light in your face, and seems to be examining you carefully.

Then he switches the light off, and says, "We're conducting a top-secret government research project on giant octopods here. It's dangerous. You'll have to leave. Follow me."

It is not easy to follow him in the darkness over the rough floor of the cave, but soon you notice that you are walking on a smooth path. As you go on, there begins to be more light, too. Finally, you step through an open door, into a large warehouse. You pass through the warehouse into tne back of -- your neighborhood drugstore! The man takes your picture and a set of fingerprints, and warns you not to tell anyone about any of this.

Well, who would believe you if you did tell them? Fortunately, the trip isn't a total loss, as you see they have your favorite cold cereal on sale here. Hurray! No more hot cereal for breakst!

THE END






































Page 42

So, you've decided you're a fighter after all, eh? Well, too bad. Just as you go into your best attempt at a battle-ready karate-style stance and prepare to punch some lights out, about two dozen more of the strange beings appear. They come from all directions, as if called by an inaudible signal. It looks like you'll have to surrender after all. All you've succeeded in doing is to get yourself into another story line.

This doesn't look like a very happy story for you, either. The whole crowd of fishy people march you to a building with smoke rising from the chimney. None of the other buildings have chimneys. Judging from the large sinks, knives, pots, skillets, etc, this could well be a communal kitchen. Oh, yes, see there? A huge, black cauldron on the fire, big enough to put a whole cow in. Uh-oh, why is everyone looking at you and licking their chops?

Um, maybe I had better quit here, while you can still figure out a way to give this story a happy ending, like, maybe they want you to be their new cook. Yeah, that's it, sure... or whatever... and then close with:

THE END.






































Page 43

Panic attack! You turn instinctively to retrace your path, to find the relative safety of the cave. Hmmm, it seems your instincts aren't what they ought to be, as you suddenly realize you're headed right for the wall of the cave!

Then your feet betray you, too, as you trip and fall right into the wall! Riiiiiiip! What? You fell right THROUGH the wall! It was just canvas, not rock. You look around and see a bunch of amusement park rides. Looking back through the hole, you see no sign of the mysterious man. Wait, there's someone there, but not the same one. You walk up behind the shadowy figure, and whoever it is suddenly spins around, as if very frightened. You say reassuringly, "It's all just an amusement park. Might as well go home." Then you set the example by leaving quickly before this story can take another odd turn!

You've been to this park before -- that cave must be part of the Tunnel of Love ride. It's not far from your home, but how you got there, nobody will ever know. You're just glad that this is

THE END.






































Page 44

Here you are, backing away from that hairy-armed horror in the dark. If you are going to try to crawl around it in the dark, you'd better allow for plenty of room. No telling how big that thing could be. You don't suppose it could be stretched out all the way across the passage, do you? Better go a little farther out, and proceed slowly.

Hey, didn't the floor feel like stone or cement before? Feels sort of like wood now, doesn't it? Yeah, but sort of soft somehow. Maybe it has a thin layer of moss growing on it. No, not in this darkness. Must be some kind of fungus. Eeeuh! Want to turn around and go back?

Oh, too late -- hang on, the floor is giving away beneath you! Never mind, there's nothing to hang on to any more. You're falling in the darkness...!

SPLASH!

Some nice, soft water cushions your fall.

Fortunately, it isn't very deep. Unfortunately, you swallowed a mouthful of it, and it smells and tastes HORRIBLE! You splash around and then...

oh, NO! This is awful!

I've run out of room! (This story was originally written on half sheets of paper)
Go to page 59






































Page 45

One stupendous leap carries you throug the air and into the water. Barely pausing to re-insert your breathing tube mouthpiece, you stroke frantically for the bottom. You don't feel any bullets or even hear any gunshots, and now you are too deep for bullets from anything less than a cannon to reach you with harmful force. It sure is dark, though.

But not completely dark. There are two round lights --

eeeeeek!

those aren't lights, they're a pair of huge, phosphorescent eyes! Now you're in big trouble. It's the infamous Ravenous Mutant Giant Cave Octopus, and it's already starting to wrap a powerful tentacle around you. You may wish to draw the curtain here, and call this

THE END.

But if you're a real expert, or just don't want to quit even in a hopeless situation, you can grab your diver's knife and 1) try sawing the tentacles off on page 33, or 2) wait and stab it in the head on page 35.
(No, you can't do both. Unless you really want to write your own ending from scratch.)





































Page 46

What an exciting opportunity! You have the chance to become an exotic creature of the ocean depths, and see wondrous things in this fabulous place. Who knows what advanced technology these bizarre humanoids possess? "Yes," you say with dignity and pride, "I will gladly join with you and become as one of you."

Then one of the fishmen looks at you closely and says, "Hey, guys. this isn't one of the plebes!" All of the others then start laughing wildly. Wildly, but still somehow in a very human manner. Then they all PULL THEIR HEADS OFF! Oh, gross, I can't look... oh, wait, they just pulled rubber masks off their heads. They're really humans in disguise.

They explain that this is all part of an elaborate college fraternity initiation. The "City" is just cardboard shacks in front of a big canvas backdrop, and.. well, you get the picture. Now that they know you're not one of the would-be initiates, they show you the back way out, and you gladly head for home. But you do wonder what real fishpeople would have for breakfast - surely not hot cereal???

Psssst.... that's

The End.






































Page 47

As you march along, surrounded by these strange beings, the one that appears to be the leader falls into step with you. "Don't be frightened." he says, "We are really humans. The reason we look this way is, well, it's part of a secret, uh, government project. I can't tell you any more than that. Just because of what you've seen so far, we will have to keep you locked up for some time. It's for your own good, too, you know."

Oooh, being locked up doesn't sound like much fun. But do you want to run away and be an outlaw from your own government (if they ARE with the government)? What choice do you have? Hey, maybe you could join them! You would still have to stay in hiding, and maybe have to wear one of those weird suits -- if they ARE just suits -- but at least it would be better than practically being in jail, wouldn't it?

Well, they'll probably just laugh at you, but you can ask to help if you go to page 67. But, not wishing to take the option from you, I'll let you go to jail on page 65 if you prefer.






































Page 48

You give the big, hairy arm a hesitant shake, and it begins to move! The huge body shifts, rising as it stands up without making a sound. You are still hanging onto the arm as it swings over to the wall, and -- CLICK! You are blinded by a bright light!

No, it's an ordinary light. And now that your eyes are adjusting to it, you can see -- Aaugh! You're standing next to a monster! It looks like a human who was blown to pieces, and put back together with oversized spare parts to replace the missing ones. It's head is bald and full of scars. But the hideous thing manages to smile, and says in a surprisingly soft and mild voice, "Me want friend!"

Could this thing want to be your friend? Or is it a crazed maniac that might turn on you at any time and tear you apart? Besides, as big as it is, it looks like it belongs in a hospital -- or a grave. Ugh! Maybe you should tell the disgusting thing to get lost, eh?

"Get lost!" -- page 68, or "Any Friend in a Bad Situation", page 71.






































Page 49

Soon you find yourself standing before, the council. You are preparing a brilliant defense speech in your head, but the meeting seems to be starting without anyone saying a word. A table is set before you, and then a big fishman brings something covered with a cloth and sets it on the table. Still without a word, he whisks the cloth away, revealing a plate with a fish on it. It is somewhat larger than a goldfish, and still fresh and whole. In fact, it may still be wiggling a little! You look up at the council to see what they expect of you, but even now they remain silent, and their fishy stares give you no clues at all.

Now what? The fish IS on a plate. Maybe they want to see if you will eat it, proving that you are like them, despite your land-creature appearance. You could probably swallow it whole in one quick gulp.

But maybe you should politely refuse it, showing that you intend no harm to any of the creatures of the sea...?

Just Eat It! -- page 69. Non-ichthyophages, page 66. Got it?






































Page 50

Igor finds his voice (it sems to have been hiding in one of the bottles in the cabinet) and pleads with you to reconsider and take the antidote NOW, before it's too late!

Since you've waited so long, if you want to try Igor's "antidote", you now have to go to page 107. Or refuse it again, and see what happens on 72.






































Page 51

You yell as loud as you can, and wave your arms and legs (even though they seem to be just little stubs sticking out af your bloated body). Yes! The man sees you. Better yet, he seems to have a portable phone that he is using to call somebody. You can only wait and hope that he gets you some help before you float into space.

A helicopter is coming! But you're far too swollen to fit in the door! Oh, they're flying over you, and the downdraft is blowing you back down. Look, there's a tall radio tower -- grab it! Safe!

You later meet the man who saved you. He also tries to help find a cure for your curious condition, but the old house where this all started is now completely empty, and doctors and scientists are completely baffled by this mysterious ailment.

But it turns out that the man who helped you is a movie producer, and he puts you in a movie about a comicbook superhero called "Blimp-o-tron" with a world-famous movie star doing all the walking, talking and close-up scenes.

The movie is a big hit, so you become rich and famous! So being stuck as the world's only human blimp isn't so bad...right?

THE END.






































Page 52

You grasp the bottle presented to you by Weird Old Igor with trembling fingers. Is this a good idea? That purple, bubbly liquid doesn't look appetizing; it doesn't even LOOK safe to drink. But Igor seems to be really concerned, and you feel like, if you swell any more, you'll burst! So you might as well take the chance. You close your eyes and gulp it down.

Mmmmmmm, grape!

But nothing happens.

Except you feel the need to take a deep breath... and then let it out with a big whoosh - and then you just keep right on "Whoooooshing"! You whoosh SO much, you even start bouncing around the room by jet propulsion!

Oh, no, the window is still open, and you fly right out of the room! This time, though, you don't rise as quickly. In fact, you soon start dropping lower. Furthermore, by wiggling around and flapping your arms, you can control the direction of your breath and thus the path of your flight -- by the time you shrink back to nornal and sink to the ground, you're right in front of your house, where you land in a nice, soft bush. Okay, so it's more scratchy than soft, but you're still glad to see your home and

THE END.






































Page 53

You examine the hole carefully but decide the only way to find out what's down there is to somehow actually get down there. You carefully lower yourself over the edge, feeling for something solid with your toes.

Ah, there it is. It feels round, like the rung of a ladder. Letting yourself down a little more, you stretch and feel a second rung... Soon you can reach down and grab the top of the ladder, and then you are climbing even further down. Now that you are down in the hole, it doesn't seem quite so dark as it did before. When you finally feel a solid floor beneath your feet, you can see well enough to follow a narrow passage that leads to a small, round, metal door. It opens easily. and you climb through it.

Suddenly it slams shut!

There's a terrible roar, and it feels like a giant, invisible hand presses you to the floor Ah, you're in a rocket ship! It blasts out of the cave, up through the clouds, and...

... right out of this story!

Goodbye!
Have a nice trip! Wish I knew where you were going, but you're out of my jurisdiction now.

THE END.






































Page 54

Who knows? Maybe that guy was part of the weird goings-on at the old house. Probably couldn't have helped anyway. You're pretty high now.

But you keep right on going higher, and your body just keeps getting bigger and bigger. You can't even see your hands now, let alone your legs or toes. As you try to look down, you see fluffy white clouds far, far below. You realize that you are so high, you should be finding it difficult to breathe. Now that you think of it, you realize you haven't taken a breath for some time.

This discovery is a great reassurance to you, as the sky grows darker, and you begin to notice stars appearing. It isn't night yet, so there's only one explanation: you are drifting into space! But that's impossible!

Equally preposterous is the fleet of spaceships that come up from Earth, and land on your moon-sized body! They start building things like factories and observatories all over you, turning you into a giant space station!

Oh, this is just too silly. Let's say it was all a dream and leave it at that, okay?

THE END.






































Page 55

Why not? That stranger didn't seem particularly threatening or devious. Seemed sort of familiar, actually.

As soon as you head in the direction the stranger disappeared in, you sense that you made the right judgment. Besides, now you can see light shining through a hole in the wall of the cave. In fact, as you get closer, you see that the cave wall is really just canvas. As you step through the hole, you see that the stranger was right. You're in the middle of an amusement park not far from your home. You can't quite figure out how you got here, but it seems that this hasn't been such a weird adventure as you might have, thought it would be.

Then, as you start for home, you see somebody who looks EXACTLY like you, in a boat floating out of the "Tunnel of Love". Then, as you pass the "Funhouse", another double falls through the "reject" doors almost at your feet! You hurry on in both cases, before the others notice you. You rush home, but on the way, you see a blimp that looks like a person with a huge body, but YOUR HEAD is stuck to the front. That weird enough? Good!

THE END.






































Page 56

Okay. You've already seen that at first glance there isn't anything of interest in the cabin, but you stand there looking around some more, just to be sure. Ooooh! You feel something on your ankle! You look down and see a what looks like a thick, shiny black wire wrapped around it, twisting around and sliding up your leg!

ZIP!

It pulls you into the hole in the blink of an eye.

Hey, Where'd you go? I can't see a thing down in that dark hole. There isn't any sound coming out of there, either. How strange. I wonder what is happening down there.

What's that you say? You want me to go down in that hole and find out what's happened to you? Hmmmm, no thanks, I think I'll pass on this one. It could be dangerous! When you come back out... IF you ever come back out, you can tell me all about it, okay? Until then, this is

THE END.






































Page 57

You creep up to the door, and carefully peek in through the narrow space. The back hallway is dark, but you can see another door that is also slightly open, and light is coming from it.

You can also hear sounds - not weird sounds, just the sound of a television, and people talking and laughing. You hold completely still and concentrate on making out what is going on in there. Hmmmm, you can see a person... maybe two... ah, they're eating something... eating something out of bowls... something that looks familiar... it looks like... like... hot cereal!?

Oh, phooey! You can do that by yourself at home. Come to think of it, that's not a bad idea. Go home and eat your hot cereal, it's good for you.

THE END.






































Page 58

Is there something interesting in that shack? You hate to not know about things like that. You sneak up to the shack, and see that the window shade is not pulled all the way down. You peak underneath it and see... nothing. It's just an empty old shack. Still, you think there must be something exciting and weird going on here. You decide to wait for something to happen.

So you wait. Then you wait some more. Then you become determined to be patient and REALLY wait. So you wait again. You wait and wait and wait

and wait

and wait

wait

wait

(Wouldn't you like to go to page 55 and see what would have happened if you had taken the stranger's advice?)

And wait, wait wait, wait, wait,

(THE END)

wait, wait, wait, wait, wait...





































Page 59

Zzzzzzzzzzzz(author's snoring)zzzzzzz . . . Aw, no, Mr. Scrooge, I don't wanna write any more story... zzzzz ... no, go 'way, 's dumb story... zzzzzzzzzzz.... zzsnerk! What? Whozzat? Oh, it's YOU!

Hey, what are you doing here? This page wasn't supposed to be part of any of the story lines. It was supposed to be just a joke about how you must be REALLY lost if you are reading it! What? Ok, that's right, I ran out of room on page 44 and sent you here. Now let me see, where were you in the story? I have lots of space to tell you what happened. I could go on and on about it with all the space l've got. Well, I've used up quite a bit now, but I could still... okay, okay, I'll get on with it.

You were splashing around in some foul water, right? Well, as you splash around, your hand hits something solid, and you realize it is the rung of a ladder. Climb up it until you are stopped by a manhole cover. It is too heavy for you to lift, but since I knew you were going to be there, I called the Department of Public Works and had them send someone out to take it off the hole.

So go home and finish your Hot Cereal already.

Take a bath first.

THE END.






































Page 60

You really are gutsy, you know that? Or maybe just plain crazy. Or perhaps you've been over this story line before, and this is the only option you have not tried yet. Yeah, that must be it.

Anyway, you take a couple steps back and then run forward and leap right through the open window! Ooooh, whoa! Instead of landing on the floor or a piece of furniture, you seem to be floating in a cloud. You feel so dizzy, you think you might be sick... did you hit your head on something?

Then everything begins to clear up, and you realize you are standing on something solid, but you still have the sensation of floating. Ah, now you can see everything perfectly. You're standing -- outdoors, under a huge balloon!? No, more correctly, you're riding in the gondola of the balloon. You peer over the side, and see that you are traveling high over wide-open plains, maybe a desert.

Oh! You've jumped right into another author's book! I lose more readers that way...tsk tsk tsk.

THE END.






































Page 61

It is all you can do to hang on to the huge submarine as it passes swiftly through the dark, chilly waters. Your strength is just about exhausted, along with your air supply, when the ship finally surfaces. Ah, warm sunlight, fresh air, and -- civilisation! You look around and see that the sub is coming into a busy harbor.

A hatch swings open, and men in U.S. Navy uniforms come pouring out. They are nearly as surprised as you are when they see you, maybe even more surprised. But they recover quickly and grab you. You try to explain, but they lock you in the brig until they can take you ashore. There, you are questioned by old men in fancy uniforms, and younger men wearing dark blue suits and sunglasses. They obviously think you could be some kind of spy.

You have to admit that your story doesn't sound very believable, but the men seem to think that no spy in his right mind would try to use it as a cover story. Maybe the weird stuff you remember was caused by spies.

Anyway, they let you go back home to your hot cereal.

THE END.






































Page 62

The first couple doors are locked, and won't budge. The third door opens to reveal a room as empty and boring as the hall. The fourth door also swings open easily, and reveals a laboratory that looks like it belongs in an old horror movie! Well, it is unoccupied and quiet right now, but you can just imagine that weird man using that table to stitch together some poor accident victim with experimental replacement parts.

The fifth door - oh, the fifth door is partly open already. It is too dark inside to see beyond the narrow opening. Then, as you approach the door, you hear a voice from inside the room! It says, "Hurry, get in here with me.'"

Ah, at last you've found a friend! Or have you? Why doesn't he, she, or it come out of hiding? Did I say "it"? Well, I was just thinking of that weird laboratory... Maybe you'd better try to run away!

Go visit friendly "Frankie" on page 38, or RUN AWAY on page 40.






































Page 63

Knowing the submarine could stay submerged for a longer time than your air tank allows you, and considering that it could be a Russian submarine on a long voyage to the coast of Siberia, you kick away from it as hard as you can, which isn't very hard after all you've been through.

The turbulence of the passing sub tosses you around in the water, and you hear and sense the spinning propellor blades pass by only inches away. Finaliy, it is gone, and you drift quietly in the dark waters, all alone.

Alone? Not exactly. Something wraps around your chest, pinning your arms to your sides, and gives you a big, friendly squeeze. Well, maybe not exactly friendly. The tentacle around your chest turns you around, and you find yourself staring right into the eyes of the Big Mamma of all giant octopuses! (Or is it octopi?) Do you suppose she knows what you did to her little baby? Oooooh, you're gonna get SUCH a SPANKING! I don't want to watch.

THE END.






































Page 64

You hurry down the hall to the window. You are unable to entirely suppress the spooky feeling that SOMETHING is about to open a door and jump out and GET you. In fact, when you reach the window, you turn around quickly to make sure whatever-it-might-be has not followed you. The hall is still empty, but you think you night have heard the soft click of a door shutting quietly. Then you turn to the window.

You are happily surprised to discover that it slides up easily. You stick your head out, and look at the ground below. This is apparently a side yard, and you can see the sidewalk going past the front to your left. Ah, if only you can get that far, you'll head for home so fast...

But how are you going to get down? You're way up in the attic! Hmmmmm, there is a big, thick bush right below the window. Maybe if you fell on it, it would cushion your fall. Oh, wait, there's a downspout from a rain gutter by the left side of the window. You might climb down that, but it looks a little frail and rusty.

I'll put the bush on page 73, and the downspout on page 78.






































Page 65

Just as you suspected, the small brick building the men take you to is not a regular jail. It looks like an old smuggler's hideout or something. It should be relatively easy to escape from.

You are locked inside what could have been a large closet or a utility room. Just before he closed the door, the leader told you that you would only be here for a few hours, until they could transfer you to more comfortable quarters. You don' t plan on staying around that long, do you? You quickly check the room, although it has no other doors or any windows.

Ah-hah! You've discovered that some of the bricks are loose. They probably conceal a secret passage to a back exit. You'll be out of here in no time at all!

Or am I reading you wrong? (And who's reading who here, anyway?) Maybe you'd like to stay and see how comfortable the jail on page 82 is. Oh, that's silly. I'm sure you'd much rather try to escape on page 74, right?






































Page 66

"No, thanks," you say, deciding that honesty is the best policy. "I don't care for shushi -- especially when it's still kicking, er, flipping!" You are relieved when the council does not appear to get angry. They don't seem happy either. They don't show any emotion at all. The fish is carried away with the table in as much silence as it was brought in.

Finally, the fishman in the middle of the council breaks the silence. "This is a very difficult and important question." he gravely intones, "You would be wise to consider well before answering: Do you want the land, or the water?" Then he is silent again, and the whole council appears prepared to wait for as long as it takes to decide.

It's a good thing I'm not there, as I would probably spoil the scene by laughing out loud! That question is right out of a comedy routine by Abbot and Costello.

But I guess that YOU had better choose seriously and carefully. Your decision will affect the rest of your life! (Okay, it just makes the story turn out differently, but you know what I mean!)

Land, page 83; Water, page 76.






































Page 67

The men DO laugh when you ask if you can help them, but the leader puts his arm around you and says, "Why, certainly! I'll take you to the project manager." You worry that he is just being sarcastic, but not long after that, you find yourself in a big, underground building, waiting outside the door of the office of the p.m. Then the leader of the patrol that captured you comes out and tells you that you can go in now.

As soon as you step into the office, you sense that something is wrong. You're not quite sure what it is until... of course! It was so obvious that you couldn't believe it at first, but that flag draped behind the desk -- it's the flag of a foreign country! And on the map next to it, there'sa big, red "X" right across your town. These guys are working on a govemment project all right, but not OUR government!

They must know that you now know that they're foreign spies, but maybe they think that beCAUSE you know that they know that you know that, uh, ummm, . . . well, you can play along on page 75, or try to bust outta there: page 81.






































Page 68

You'd better make it clear to ol' weird and hairy here that you don't particularly care for its company. "Forget it - I can get out of here on my own. I don't need a big ugly monster getting in my way!" As soon as you say that, it occurs to you that maybe you've over done it.

But the monster doesn't seem to be getting angy. It just stands there dumbly and... oh, it's crying! You've hurt the poor thing's feelings. "WAAAAAAH! Me no monster!" (Oh dear, I do believe it is getting rather upset after all.)

"YOU a mean widdle person!"

The big hairy thing gently picks you up and give you a little toss -- CRASH! -- right through the wall! Ouch! Well, at least now you are finally out of the house. Why don't you limp on home and have some nice cold hot cereal for lunch, you big meany!

THE END.






































Page 69

You pick up the fish between two fingers, hold it over your head, and say, "ah." None of the fishmen so much as blinks an eye, so you decide to go ahead with it. You drop the fish down your throat. Ugh! It's cold and slimy and wriggles a little as it goes down. Now you wish you had been happy eating your hot cereal, so none of this would have happened. But you do your best to appear to be enjoying the experience.

The fishmen don't seem to be impressed, however. They are talking among themselves loud enough for you to hear. The leader of the council says, "This land creature is obviously crazy. We will simply throw it back." While you are still wondering why he's speaking in English, everything goes dark, except for a bunch of pretty stars swirling around.

When you wake up, you find yourself lying on a beach with a tender lump on the back of your head. You get up and see that you can find your way home from here. You consider telling someone about your weird adventure, but you don't want EVERYONE to think you're crazy!

Oh yes, that's definitely

THE END.






































Page 70

Hope I get this right -- if it seems odd, it's because I'm writing it before a whole lot of pages that come first!

You've gotten here by running away from a spy who was denouncing you as a "traitor" in the middle of a camp full of foreign spies, right? Fortunately, you are near a tunnel that you saw earlier, and you've seen spies going into it dressed in regular civilian clothes. It must be an exit to the city!

As you head into it, you can only hope that you don't run into any spies coming back. You can hear a mob of them running behind you. Sometimes, when the tunnel runs straight for a while, a gunshot rings out, and splinters of rock cut into you as the bullet barely misses. Still, you keep running. In fact, you run even faster! Just as you put on a real burst of speed, you burst through a curtain in your way and find yourself in the back of a dark, musty old bookstore. You don't even slow down until you reach the police station and tell them to alert the FBI!

Surprisingly, the FBI actually believes your story!

The END.

Yes, the end.

Well, it is.

Maybe if you go through the story and read some of the other endings, you'll get an idea of what happened with the spies.

Or maybe not.

So browse on back to the start or do something else entirely.

Go away.






































Page 71

"Sure," you say, "everybody ought to have a friend."

Oooooh, the big hairy thing gets really excited! It jumps up and down and claps its huge, mismatched hands together, and makes a hooting noise you suppose is laughter.

"Oh, goody, goody!" it says, "Me got friend! Me got friend!"

Then it stops and puts a hand on its stomach, saying, "But me hungry! Got food?" And looks at you anxiously with big, wet eyes that keep drifting in their direction of focus.

Uh-oh, your big new friend wants something to eat, and you haven't got so much as a breath mint with you! Now what? Would a big, hungry monster prefer a new friend, or a "friend-ly" meal?

Do you think you might be able to stall for time by telling the monster that you have some food (not mentioning that you're thinking or the breakfast that you didn't finish back home)? Or will you simply admit that you're as bad off as it is in the food category?

You can stretch the truth all the way to page 84, or say "no" on page 77.






































Page 72

Even as you shake your head in refusal, you feel a weird, bubbly sensation in your stomach. Then it feels like your head is swelling and shrinking in pulses! Bleagh, you really feel sick. You reach out for the bottle that Igor is now sadly returning to the cabinet, and then you see that your hand is PURPLE!

When you try to talk, your voice comes out as a strangled croaking noise. "Please!" you moan, "Give me the antidote! I really want it now!"

But it is too late. Even as you speak, a curtain of darkness seems to descend over the scene, and you are lost in the grip of unconsciousness.

Then, through the darkness, you hear familiar voices. It's your family! They're saying, "We don't know how he got like this, doctor. He left in the middle of breakfast without a word, and we found him on the front lawn hours later, looking just like that."

Looking like what? You open your eyes and see that you are in your bed, at normal size and weight...

but your hands are still purple! In fact, you're purple all over! Wonder if there's a cure...

THE END






































Page 73

Now you're sliding over the windowsill, and lowering yourself as far as you can, until you are hanging by just your fingertips. Hope that bush isn't too far below, 'cause this is as close as you're going to get without letting go. So you might as well let go now.

YAAAAAAAAAAH!

Whew! You made it. Hmmmm, let me look. No limbs at odd angles, except on the bush, and those are just branches anyvay. Let's see, you seem to be breathing... yes, I hear moaning now, you're definitely alive.

Oh, good, you're climbing out of the bush. Probably no internal injuries. What are all those little red marks all over your body though? Ooops! It was a thorn bush, eh? Well, don't get mad at me, I couldn't tell from way up in the attic.

Hey, where are you going? Home? How about sneaking in through this window here, and having some more adventure? What's that you say?

"Phooey on adventures! I'm going home and having a nice, safe breakfast!" Oh, well, I guess that's

THE END.






































Page 74

You work as fast as you can, and soon have enough bricks removed so you can squeeze through the hole, into ... a dark little tunnel just big enough for you to squeeze through. Ugh, you really have to crawl and squirm to get through. You wonder how long it is. You wonder about the spider that built the web you just crawled through, especially about how poisonous it might be. You wonder what that gooshy stuff on the wall you just brushed against was. You wonder if there is any place on earth that is nearly so dark as this stinky little worm hole!

But finally the tunnel widens, and then it gets light enough that you can see. You can see that the tunnel branches here. One branch is large and leads upwards, and the light seems to be coming from that way. The other branch is just a little smaller, and it ends in a pool of water. You can see some light in the water, too, so it must be connected to the surface by a very short tunnel.

Then, you hear voices behind you! Which way to go? Upwards on page 85, water on page 79.






































Page 75

Either the spies have their own strange reasons for thinking you will really help them, or they are playing a strange game with you. The leader gives you a warm welcome, and gives you a tour of their headquarters.

They seem to take special pride in a large device that appears to be some kind of super radio. You can't follow the explanation of all the technical details. You notice that there is a big red button on it that they all seem to be ignoring on purpose. Also, no one offers an explanation for the piece of paper taped to it with the word, "Hypercalifralligator" typed on it.

This must be a key part of their secret plot! This could be your best chance to really do something about it. You could grab the device, snatch a gun from a spy, and shoot your way out of here, and become a national hero! Or maybe you thirk you would just like to hang around awhile longer and see what happens.

Grab and go, page 81; bide your time page 86.






































Page 76

Okay, you wanted the water, you got it. A whole bucketful gets poured all over you! Didn't hear that fishman sneak up behind you, eh? I could have told you, of course, but I wanted to have some fun, too!

Oh, the fishmen don't seem to think of it as fun. They continue to stare at you impassively as you stand there sopping wet with cold, salty, and oddly slimy-feeling water.

(Hee hee! I still think it's funny!)

Finally the leader says in his toneless voice, "You have passed the trial of the High Council. You will not be harmed. But the decision you must now make will have a great effect on the rest of your life. We offer you once more the opportunity to join us and become as one of us. I cannot say what your fate will be if you refuse, but you will not be seriously harmed. What is your decision?"

Well, smart guy, what do you think? You turned them down once, and this time you know you're safe to turn them down again, but why are they offering again? And why didn't they say what the alternative was?

Anyway, go to page 87 to refuse, and page 91 to accept and join them.






































Page 77

"I'm sorry," you say, looking very, very sad, "I haven't got any food with me." Then you get an inspiration, and add, "But I'll help you look for some!"

The monster stands frozen for a few seconds, then exclaims, "Duh... yeah! LOOK for food! Good idea! Friend smart!"

Smart indeed. The monster's idea of looking for food seems to consist of barging right through walls at top speed! You follow the series of monster-shaped holes, and soon you are standing outside. The monster is standing there, blinking not only becauseo the sunlight, but from tears.

"Me no find food" it wimpers.

Aw, poor monster. You check your wallet and find a few dollars in it. "Let's go get some pizza." you say. The monster's face lights up as if at the sight of a long-lost friend. "PIZZA!" it agrees, and the two of you set off down the street arm-in-arm.

There seems to be a strange yet natural affinity between the two of you. Eventually, people get used to the monster's looks, and your parents even adopt it!

THE END.






































Page 78

You carefully lean out the window and get a good grip on the downspout. You give it a good shake, and it seems strong enough. This is definitely a better idea than dropping into that bush. You pull your legs out of the window and clamp the pipe between your feet.

Uh, oh! What's that creaking sound?

Yaaah!

The downspout is bending away from the wall! Quick, start climbing down, fast! Oh, dear, you've only gotten partway dwn, and pop! there it goes!

Hang on tight -- no, let go with your feet so they hit first. Oooooh, the pipe's swinging sideways, right toward that hard ol' sidewalk... but at least it is slowing your fall.

CRASH!

Touchdown!

Hey, yeah, that wasn't so bad. Well, maybe a sprained ankle, a bruised knee, and some nasty scrapes. You're in good enough shape, you want to sneak back in and have some more fun? What's that you say?

"I'd rather have a bowl of cold hot cereal!" Oh, fine, be that way, party pooper. That makes this

THE END.






































Page 79

Ah, a good idea. You can either use the water as a place to hide, or you might even be able to swim out of here that way. Maybe both. You slide into the water carefully to avoid making a splash or leaving ripples.

Ooooh, the water is a lot colder than you expected. It seems darker, too. What's that over there? Ugh! A gigantic, weird-looking octopus is chewing on something that's mostly bones now. Oh no! It reaches toward you as if it is still hungry...

Nah, I've got enough endings with giant octopi. Forget that whole scene.

Instead, the water is warmer and lighter than you expected, and when you swim toward the light, you soon find yourself out of the cave and swimming toward a public beach. There is a lot of noise and commotion to one side, and you see a lot of heavy excavating machines and men in jackets with FBI on the back. Looks like the spy headquarters are about to be wrapped up, so you can relax and go home. Oh, never mind -- there's your family! You forgot that you were planning a day at the beach. The rain has cleared up, and it's a beautiful day! Well, that's

THE END.






































Page 80

After they have shown you all that stuff, you expect the spies will laugh at you and then shoot you, but instead, they take you to a hut in the cave that looks like a barracks inside. They leave, saying that they are going to go think of the best way that you can help them. What strangely naive spies...

You are not alone as you wait though. There are a few other men here. One of them casually walks over to you, then he sits down on the bunk next to you and whispers, "I can tell you don't belong here. Neither do I. I'm really a double agent, working for OUR government. Can you tell me what you have seen?"

Is this guy for real? Can you trust him? And even if you do, what if one of the others overhears? On the other hand, if you refuse to co-operate, maybe he will get the idea that you are really one of the spies! What should you do?

Keep your mouth shut? (page 89) or start blabbing? (page 94).






































Page 81

You make a mad dash for the nearest tunnel exit from the cave, but it is no use. Hordes of spies come from all directions, surrounding you with an unbreakable wall of massive, well-trained bodies and heavy-calibre machine guns. In short, the game is over, and you are captured and taken away for a life in prison. I'll let you decide whether you go to a prison on a tropic isle, in the middle of a frozen tundra or far away on a strange planet.

But I'm not giving you the option of going to another page, because this is clearly

THE END.






































Page 82

So you want to see what the jail is like, eh? Well, they come and take you to it, and it looks a lot like -- a jail. Quite a bit more comfortable and pleasant than that closet, but nothing special. Hope you're happy with it. You're going to be there a long time....

THE END.






































Page 83

"Give me the land!" You exclaim hopefully. The continued silence of the council does nothing to encourage your hope. Then, they whisper among themselves for a time, and then one of them whispers something to one of the other fishmen standing there. The bystander leaves, but soon returns with a shovel, which he gives to you.

"You want the land?" the leader of thecouncil asks rhetorically, "Then you can have all the land you could ever want -- digging it out of the mines!"

Oh, no. A life sentence to heavy labor. Hey, why don't you look more upset? Oh, you thought they were going to give you six feet of land -- for a grave to bury you in! Yes, I suppose there are worse ways to end. At any rate,

THIS is THE END

of this story.





































Page 84

"Sure, I have some food..." you start to explain, but that's as far as you get. At the instant you say the word "food", the monster grabs you and says, "Oh boy, oh boy! I'm gonna have some yummy, yummy food!" while frisking all your pockets.

It doesn't find anything of course, and its joy slowly turns to disappointment, and then something like anger. Oh dear. You scramble and twist in an attempt to get away, but the monster insists on giving you something first. It gives you a big kick in the seat of your pants!

OW! Ow ow ow! You fly up and crash right through the ceiling! What a kick! You fly through what is now a clear blue sky, rubbing your sore posterior and your aching head at the same time. Then it occurs to you that you will be falling down soon, and that that might not be a pleasant experience, either.

And it isn't, as you crash right through a ceiling again! Ouch! But it could be worse, because you are fortunate enough to crash into a bedroom and land on a bed. Oh! What a surprise. This is YOUR bed!

And a good thing, too, becuase you'll be there for quite a while.

THE END.






































Page 85

As soon as you start up the tunnel, you begin to regret your decision. The voices you heard are coming from straight ahead! You decide to go on anyway, as by now you are probably being persued from behind, as well.

Soon you see where the light is coming from -- there is a hole in the side of the tunnel. Rocks and dirt are scattered across the floor of the tunnel as if the hole was recently made. You creep up cautiously and peek out. Ah, the hole HAS been made recently -- you can see the bulldozer and backhoe that made it. There's some men with walky-taikies, too. Wait, what's that on the back of that jacket? FBI! You're saved!

You rush out, startling the agents. Their first reaction is to draw their guns and take you prisoner, but they listen as you tell your story. They get really excited. "This is just what we need! This will help us direct our attack. Now we know just where to go. You'll get a medal for this!"

Well, a medal sounds nice, but right now, You'd rather just get some breakfast. Or maybe lunch or dinner. Or all three -- going on an adventure really builds up your appetite!

THE END.






































Page 86

As you wait to see what happens next, the technician-spies, in their bragging on their fancy equipment, show you the blueprints for it. But again, the only thing that makes an impression on you is the big button and the word "Hypercalifralligator" associated with it. Very odd.

Then, as they lay the plans down and go back to pointing at the radio-thing itself, the thought comes to you that it would be a lot easier to run off with a little roll of paper than with a big, heavy piece of electronics. Maybe this is your big chance. You might call it the moment of truth. I call it a good time for standard cliches about making an important snap decision.

If you want to play it safe, go to page 80. Or if you want to create some excitement, grab the plans and run to page 90.






































Page 87

"Sorry, but you folk just aren't my type." Even as you say this, it dawns on you that there are a lot of unpleasant things that don't involve physical harm, like life in prison or as a slave, or...

Tnen, everything goes dark. Not because they have hit you on the head, but because they've put a cloth bag over your head. It smells funny. It makes you feel dizzy.... then everything REALLY goes dark....

You wake up on a beach, wondering why you are lying there, as the last thing you remember is eating hot cereal for breakfast! Maybe it has something to do with staying up late last night, watching that scary science fiction movie on TV. Yeah, that's it -- you fell asleep at breakfast, and walked down here in your sleep while having a nightmare.

Yeah, right.

THE END






































Page 88

Okay, you tell the monster that you see... uh-oh. I mistakenly ended the storyline that was supposed to end up here early! So I didn't tell anybody to come to this page, so it isn't associated with any storyline, so if you're reading this, it better be that you're just peeking at it while reading another page, and in any case, you'd better have your finger stucK in the book at the last page you read if you're in the middle of a story, because if you didn't, you're REALLY lost now! And in case someone is skimming to find the best ending to try for... heh heh heh...

And so with the monster's help, you find the Lost Treasure of Kiki-Woo, sign a big Hollywood contract, and become Rich AND Famous.

THE END.






































Page 89

"I'm not saying a thing." you say. (Bit of a paradox there, eh?)

The supposed double agent replies, "Yeah, good idea. There's probably bugs all over the place. Besides, its time for me to sneak out of here and report to headquarters. You can come with me, and make your report there."

He gets up and walks away casually, but he looks back at you in a meaningful way. You wonder again if you can trust this guy, or if you are still being tested. You know the way back to the Head Spy's office; maybe you should go there and report this, to show how "loyal" you are. But do you want to take the chance of being responsible for what happens if he really is a double agent? Maybe you should just follow him and see if you can get out of this nest of spies.

Report him to the leaders on page 93, or follow him out on page 96.






































Page 90

You snatch the blueprints and break away from the group of spies like greased lightning! Unfortunately, there are lots more spies all over the place. Your attempts to get a gun from one of them are futile. It doesn't matter anyway, as you never really had a chance. What were you thinking? Already tried the sensible choice, eh?

So now here you are, surrounded by angry spies with BIG guns -- looks like this is

THE END.

Not quite yet though. A spy runs in from a side tunnel, yelling, "Hey! The FBI has broken in through tunnel A-4! Execute emergency plan Alpha Zed!" With that, all the spies seem to entirely forget about you. They rush around in all directions.

The warning has clearly come too late. Somehow the FBI knows just where to go -- in fact, the spies are surprised by a group of FBI agents coming from the other way! You're saved! Now that is really

THE END.






































Page 91

Tired of your life as a land creature, eh? Hope you know what you're doing. The fishmen don't seem to show any emotion when you accept their offer. The council whispers together for a while, and then the leader looks up and makes some kind of signal with his hand.

Everything goes dark!

Someone has placed a bag over your head. It smells funny, and you suddenly feel dizzy... you feel yourself slipping into unconsciousness. When you wake up, you sense that you are lying down, and when you open your eyes, you see a fishman with a mask over his mouth. Strangely, you can read emotions in his eyes now -- pleasure, relief, tiredness and welcome. Welcome? As the fishman helps you sit up, you see your hands and feet sticking out from under a blanket, and it all becomes clear to you. Somehow, you have been changed into one of them!

You later find that it's not such a bad life. You end up marrying a mate with a cute set of gills, raise a bunch of tadpoles, and live happily ever after!

THE END.






































Page 92

EEEEEEAAAAAAAH!

Uh oh.

Oooops! my mistake.

Better go to page 88. You really shouldn't be here....






































Page 93

As soon as you finish telling the Head Spy about the man who claimed to be a double agent, he jumps up and says, "Bravo! You've passed our little test. Now that we know that we can trust you, we have a special assignment for you. This is somethig that only one of you natives can do. Of course, we will understand if you feel that you are not ready now. But I advise you to consider carefully before you answer." Then he smiles at you with teeth that suddenly remind you of shark's teeth!

Oh dear. Do you wonder if maybe they really won't be all that understanding if you chicken out now? But if you accept the assignment, what if it's something really terrible, and they send a spy along with you to make sure you carry it out? I'm glad I'm not in your shoes.

But you ARE in your shoes -- well, actually you're still wearing neoprene footies from your scuba suit, but you know what I mean. Anyway, you must decide: Take the assignment on page 95, or back out on page 98.






































Page 94

You start telling the man everything you've seen. Then, you notice an odd expression on his face. He is smiling in a way that doesn't seem at all happy or friendly. All the other spies in the barracks start to gather around your bunk. Uh oh. Could it be that this guy was really loyal to the spies, and was just testing you?

Eh, could be. That would explain how you end up sitting in a barren cell in the middle of a frozen tundra... or is it a sweltering jungle island? Whatever. At any rate, nothing much else happens after that, so as far as this story goes, this is

THE END.






































Page 95

Now the Head Spy's smile is bigger and more genuine. "Ah," he says, "I knew you were full of spirit. As you know, the leader of your country will be visiting your town soon. Your assignment is quite simple. You will take the miniature gun we will supply you with, and shoot him!"

Rats! You just aren't getting any breaks today, are you?? Why couldn't it have been something REALLY simple, like finding out when the mayor walks his dog? Great. How are you going to fake going along with this? They're sure to keep an eye on you and shoot you as soon as you try anything suspicious with a mission this important. But how can you dare back out now? Looks like trouble either way...

So which way are you going to choose? Blow your cover on page 97, or try to string them along just a little bit more on page 101.






































Page 96

You casually saunter around, making it look like you're not going in any particular direction, but slowly drifting in the direction of the guy you hope is a real double agent. You follow in this cautious manner as he goes out the door and walks nonchalantly along the wall of the huge cave that holds the spy base. Then, he disappears! You have a hard time staying cool and walking calmly to where you last saw him, but you do, and are surprised and gratified to find a tiny tunnel opening, hidden by a large rock. You make sure you're not being watched, then quickly wiggle into the hole.

The double agent leads you without further incident to the local office of the FBI, where you can finally tell them what you've seen. But can you remember after all that excitement? There was something about a machine with a big button and a strange word...

Was it a red button marked "Supercalifralligator"? -- page 99
Or a red button marked "Hypercalifralligator"? -- page 103.






































Page 97

"Come to think of it," you mumble, "maybe I'm not quite ready yet after all."

"Hah!" says the Head Spy, "We knew you were faking all the time! Take him away!"

Once more you are in hot water. The spies drag you off and shove you into a small bare room. The room looks pretty bleak, and so does your future. But wait! You see that there is a hole in the back wall where some bricks were removed -- the spies must not have known about this!

You crawl through the hole and through the tunnel beyond. It is tiny, dark, and slimy, but you are glad to be finally getting away from that place. Then the tunnel widens and splits, leaving you with another decision to make. One branch is completely dark, and you hear sounds of running water coming from it. The other branch ends in a calm pool of water. You can see light in the water though, so you figure it must be connected to the outside surface, or an artificially lighted, man-made cave.

Running waters are sweet (page 105), but still waters run deep (p. 100).






































Page 98

"Uh, yeah," you stammer, "I guess I'm not quite ready for a real assignment of my own yet." Then you wait fearfully for tbe reaction of the Head Spy.

You are worrying unnecessarily, however. The Head Spy merely looks disappointed and tells you to return to the barracks and wait for further orders.

When you get back to the barracks, you are approached by one of the spies, who professes to be in the same situation as you, but knows of a way out. Oh, brother! Weren't you in this situation before?

What will you do this time? Tell the other spies, or trust this mysterious stranger with the fact that you really want to get out of here so you can help the authorities catch the spies?

Yell to the other spies for help in capturing the "traitor" on page 102, or confess your secret to the loyal patriot on page 106.






































Page 99

You blurt out your whole story, and the FBI agents listen eagerly, especially when you start to describe the spies' secret radio device. Then, when you tell them about the word you saw on it, "supercalifralligator", They frown and look disappointed. Some of them shake their heads. One of them looks in a notebook and then says, "I'm sorry, but that can't be right. Thank you for your assistance. You may go now."

"Wait, wait," you say quickly, "I remember it now! It was..." but an agent is escorting you out already, not interested in what you have to say. One of the agents gives you a sort of squinty, suspicious look as you leave.

Too bad you messed up a bit there. At least you did what you could, and you are safe at home again. You never get mixed up in such a wild adventure again, but you often get the strange feeling you are being watched, and sometimes you're sure you've caught a glimpse of an odd person who disappears around a corner when you turn around. But you never follow him. You'd rather let this be

THE END.






































Page 100

You dive into the still waters and dive deep to be safe from discovery or bullets. You discover a short, wide passage or opening to a large, well-lighted cave. You swim upwards again, and reach fresh air at last.

The cave you are in now seems to be natural, but there are other signs of the presence of men in addition to the numerous flourescent lights hanging from the ceiling. There is a steel walkway with a handrail along one wall, and -- a dock with a miniature submarine next to it!

There isn't anyone around. so you swim over and check it out. You find that it is equipped with a pair of mechanical arms and a basket. Inside the basket, you find a magnetically attachable time bomb!

Hmmmm, this presents a couple interesting options. You could get into the sub and use it as a getaway vehicle, or you could set the bomb on the submarine, and use the explosion as a diversion. Either way, the spies will no longer have the sub or the bomb to carry out their nefarious schemes. So what's yer pleasure, pardner? Take the sub on page 104, or blow up the sub on page 108 ?






































Page 101

"Well, " you hedge, "I'm not much of a shot, and I don't know if I could get very close, and..."

"Ha HA HA HA!" laughs the Head Spy, "What a joke! Ha ha! To think we would trust you with such a mission. We've known you were a fake all this time." Then he becomes very serious as he says, "Enough of this amusing little charade. Now we will take care of you once and for all."

The image of a firing squad comes to your mind -- just before everything goes dark. When you wake up, you find yourself in a bare cell, with no windows. Sadly, this is where you will find yourself when you wake up for the rest of your life. The only hobby you have is trying to guess where on Earth, or away from Earth, your prison is. And the only thing they ever serve you for your one meal each day is a big bowl of something like hot cereal, made from potatoes. Sometimes you think how nice it would have been if you had come to a quicker end. Maybe like getting eaten by a giant octopus...?

In case you're still wondering, that's

The END.






































Page 102

You back away from the other spy, as you notice that the others have left the two of you alone in the barracks. No problem, you can just turn and run for the door as you yell.

"Help! There is a traitor in our midst!" you yell. It suddenly strikes you as very odd that you find yourself in this situation and acting this way. Then something else strikes you. That is, something hard strikes you on the head, and you don't think about anything for a while.

You wake up in a small cell sweltering with heat and humidity. Sorry, but it looks like you'll be staying here a loooong time. It seems this is the penalty for letting a double agent escape. Strangely, you find some comfort in knowing that the other spy was a REAL double agent, and made a clean getaway. You had better savor that thought as much as you can, because as for you, this is

THE END.






































Page 103

You recite your entire story as well as you can remember it. The FBI agents get really excited when you begin describing the spies' secret radio device. When you tell them about the big red button, and the mysterious word, "hypercalifralligator", a couple of them jump up with excited cheers. Another one looks into a notebook, and says, "Yes! That explains everything! That's the one clue we needed yet."

Unfortunately, they don't explain why that clue was so important or anything like that. They say it's too secret. Fortunately, they don't make you stay at the FBI office any longer. They just give you a medal (which you have to promise not to show anyone for 50 years) and send you home. Whew! A good thing, as you are really hungry after all that adventuring. You'd even like to have a big bowl of hot cereal!

THE END.






































Page 104

You climb out of the water onto the mini-sub, then open the hatch and slip inside. It occurs to you then that the sub might well have been occupied, but fortunately, it isn't. You are alone in the tiny cockpit, and it seems that nobody has seen you get into it.

The only problem is that you don't know how to pilot a mini-sub! But you are alone and have several minutes to study the controls, undisturbed by the quiet sounds of lapping waves and some metallic clicks. At last, you think you have a good idea of how the thing works. And just in time too! You remember to close the hatch first, (finally!) and as you are closing it, you see two spies on the walkway, and they see you, too! You slam the hatch shut, and dive for the controls! Ah, the sub responds just as you thought it would, and soon you are speeding through the water. Now you'll be safe...

BOOOOOM!

What happned? Well, if you read a couple other story lines, you might figure it out. You may already have a good idea. I will tell you that you survive (sort of ) and appear elsewhere... but for practical purposes, this is

THE END.






































Page 105

You grope in the darkness of the tunnel, following the sound of the underground stream. Then, you see some dim, artificial light ahead, and finally the tunnel meets a wider cross tunnel, with a stream flowing through the middle of it. Hey, maybe the stream comes out again someplace. You wonder what is the best way to follow it though, as the tunnel floor beside it becomes narrow and slippery-looking.

Then, a small boat comes drifting down the stream! Seeing what a lucky break this is, you jump into the boat. The thought crosses your mind that it might be better to go UP stream, where the boat came from, but as there are no paddles in the boat, you have no choice but to drift downstream until the tunnel widens again.

The tunnel soon widens again, but there is a horrible monster standing there!

Yikes!

Now there are giant spiders dangling overhead from the ceiling!

Ooooooh!

a bunch of ghosts!
Ghosts??? What's going on here? Suddenly you're in the light again. Looking back, you see over the tunnel exit a sign saying, "Tunnel of Love"

Huh??????

I thought you were having a spy adventure -- what are you doing in an amusement park or carnival? Well, at least you're out of danger, and you might as well go home now.

THE END.






































Page 106

"Listen," you whisper, "The fact is, I'm really just playing along until I can get out of here and report everything I've seen..." Uh oh. The other spy is backing away and looking at you strangely. Now the supposed double agent turns and yells, "Help! There's a traitor in our midst!"

Great! Now your cover is entirely blown. Nothing to do now but make a break for it. But maybe you should knock that spy out first, eh?

Knock that nuisance on the noggin before running, page 109,

OR

Just RUN AWAY on page 70. (Why am I sending you back to page 70? Don't ask me! It's taken me so long to write this horribly complicated mess, I've forgotten!)






































Page 107

Finally, you decide you have nothing to lose. You snatch the bottle from Igor's hairy hand, and pour the bubbly purple stuff down your throat.

AAAAAaaarg! It's horrible!

Your head seems to be spinning like a top!

Gag! It must be poisonous.

You're DOOMED!

Everything goes dark. Then, you see blazing stars! Waves of intense colors! You hear strange sounds, and the sound of hurricane-force winds! You feel thousands of pins pricking you, then millions of tickly feathers...

ooooh, what a way go...

"You go now." you hear Igor say.

What? You open your eyes, and the weird sensations fade away. You are standing on the floor! You look normal, and you feel normal. There is an open door in front of you, and you are quite content to let Igor help you to it, as your legs are a bit wobbly yet, and you are definitely eager to just get OUT of there!

That weird and frightening experience has really left you feeling drained. Why don't you wobble on home and have a big bowl of nutritious hot cereal?

THE END.






































Page 108

You carefully remove the time bomb from the storage basket. It looks simple enough to operate. You just put it against the metal hull of the sub, and it sticks there magnetically. Then you turn the dial to set the time you need to get away, then push that little red button. Hmmmm, it should be working, but you don't hear aiy ticking. Well, never mind now. Better just swim for it. You see a bright area at one sideof the pool, indicating an opening to theoutside world.

As you swim for it as fast as you can, you hear a loud clanging sound behind you. Glancing back, you see that there are spies on the walkway! Worse yet, someone must be in the sub, because it is moving, and headed right for you, too! Swim faster! ....

BOOOOOOOM!

Darkness.

You wake up. You are lying in sand, with your family and men in FBI jackets bending over you anxiously. Your first thought is to explain to the FBI that you weren't one of the spies, but they seem to have already figured out that you are the one who set the time bomb. Not only are you alive, you're a hero!

THE END.

(And a good one, too, huh?)





































Page 109

BONK!

The spy drops like a log with your first blow.

Now to make a mad dash out of here! There are two things you are worried about: you expect hordes of other spies to be all over you in a moment, and you are not very sure at all about which way to run! You see a back door, and run through it.

Oh no!

There's a bunch of spies on the other side! But they all run off in different directions, as if they have something more urgent to take care of, or something that they're really scared about!

Then, as you dash madly around a corner, you see what is going on. FBI agents are pouring into the cave! The spies' hideout has been discovered. "Help!" you cry, They've been holding me prisoner!" An agent takes one look at you and seems to believe you. He puts an arm around you protectively. You are safe at last!

You wonder about that spy you knocked out, but apparently, a number of spies escaped through a secret passage. Well, no hard feelings. In fact, you hope that spy is as happy as you are to see

THE END.


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