A Cramer Hall Mini-Adventure

In a text adventure computer program, only one of these numbered descriptions would be displayed at a time. In a printed "interactive adventure book" format, the descriptions might be presented one per page and the numbers might refer to page numbers.
  1. You walk south from the parking lot to a set of double doors. On the ground there are a few leaves. If you go through the double doors, go to (2). If you stay and examine the leaves, go to (3).
  2. You open the double doors and enter a foyer, of sorts. There are a pair of garbage cans. A corridor lies straight ahead. To your right and to your left are doors beside window that appears to show classrooms. The door on the right is numbered 127. The door on the left is numbered 124. To go straight, go to (4). To go left, go to (5), to go right, go to (6).
  3. You examine the leaves. They appear to have been blown here by the wind, and lie swirled in a small pile near the doors. Go to (1).
  4. You walk straight. After a few yards, the corridor turns to the right, passing a stairway that leads up to the second floor, and a second set of doors leading into classrooms 124 and 127. Before you can pursue any of these avenues, you are overcome by exhaustion and go to sleep, awakening back in your chair in Buzz Camp.
  5. The door is locked. Through the window you can see that the lights were left on. Go to (2).
  6. The door is locked. The lights are off. Go to (2).