Beyond Escape - Ed Packard - R - A - Montgomery - Packard - Ed - Montgomery - R - Choose Your Own Adventure
Beyond Escape - Ed Packard - R - A - Montgomery - Packard - Ed - Montgomery - R - Choose Your Own Adventure
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ABOUT THE AUTHOR
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You and YOU ALONE are in charge of what happens in this story.
There are dangers, choices, adventures and consequences, YOU must use
all of your wits and much of your exceptional intelligence. The wrong
decision could end in disaster—even death. But, don’t despair. At anytime,
YOU can go back and make another choice, alter the path of your story, and
change its result.
The year is 2051 and you are the Chief of Operations for all spy activities
outside the border of your new nation, Turtalia, Turtalia is located where the
states of Colorado, Utah, Wyoming, Oregon, Washington and Montana
once existed. Your archenemy, the nation of Dorado, is rumored to have
hooked up with guerrillas in the former state of California. So you have sent
your two best spies, Matt and Mimla in for a look. Now Matt and Mim are
missing and you must head into the rebel territory to find them yourself.
And there are signs Dorado is preparing to strike. Watch your back and
good luck!
You are Chief of Operations for all spy activities outside the borders of
Turtalia. Turtalia is a democratic country that was formed in the middle part
of the twenty-first century after domestic and foreign wars split up what
was then called the United States.
Turtalia is made up of the former mountain states north of Arizona and
the northern plains states, extending into Canada. Its capital is Denver.
Turtalia is bordered to the south and southeast by the hostile totalitarian
state called Dorado, to the west by an untamed land, and to the east by a
haphazard jumble of quarrelsome states called Rebellium.
After winning a vicious war, Turtalia had tried to pacify Dorado. But the
Doradans broke away soon after their defeat, and they continue to be a
source of danger to Turtalia.
You’re one of the true Turtalian heroes. During the difficult Doradan
Wars, you led a secret mission to Dorado to obtain their invasion plans. You
succeeded, and Turtalia foiled the Doradans in their attempted takeover.
You wear with pride the gold and silver ribbon, symbol of Turtalia’s highest
respect and love. Only two others have the right to the ribbon. Neither is
alive.
The year is 2051. The Doradans have been strangely quiet for the last
two years—a sure sign of trouble, you think.
It’s your responsibility to find out what’s going on outside Turtalian
borders and to prevent any new attacks on your country. Not long ago, you
sent two of your best agents, Mimla and Matt, to check on the situation in
the untamed land west of Turtalia. The land, once called California, has
been the scene of vicious guerrilla-style fighting. It’s hard to follow what’s
going on there.
Initial reports from Matt and Mimla indicated that the Doradans might be
working with some of the Californians, planning to use the area to stage a
new attack on Turtalia. But your two agents have failed to make their last
three radio contacts with Operations Center in Denver. When last heard
from, they were some one hundred miles due east of what used to be the
city of San Francisco.
You’re pondering the problem in Operations Center when there’s an
urgent knock at your door. A lieutenant rushes in. She’s red-faced and
worried.
“Haven has escaped, Commander!”
“What?” you shout, jumping to your feet. Haven is a Doradan spy!
“When? How?”
“Sometime early this morning. And that’s not all! Three top-secret files
are missing from our Central Computer Office!”
Before you can fully digest what the lieutenant has said, another officer
enters the room. He hands you a computer printout. Your eyes scan the
words:
IN TROUBLE—EXTREMELY IMPORTANT
INFORMATION FOR YOU—NO TIME
HURRY IF YOU CAN—WE ARE—
“I think it’s from Matt and Mimla,” the second officer says.
“I’m sure it is,” you say. “‘We are’—what? Their last few words got cut
off.”
Now you’ve got two urgent crises. Haven, the notorious double agent,
has escaped, and Matt and Mimla seem to be in dire trouble. Which do you
confront first?
If you decide to go after Haven and the missing top-secret files, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
In questioning the lieutenant who reported Haven’s escape, you learn that
he drugged his guards with herbs he found growing in the prison farm
fields. The prison farm is adjacent to Operations Center. How Haven got the
top-secret files is anyone’s guess, but it seems likely that there are Doradan
agents in the Turtalian forces who gave him a hand. That’s an unpleasant
but real part of the tangled political situation that now exists: spies are
everywhere.
Haven’s escape occurred several hours ago.
“I’ll have to act quickly,” you say to yourself. You try your best to push
Mimla and Matt out of your mind. They could be in serious danger, but you
know you have to handle one thing at a time.
You press the full-emergency warning button that sits on your desk. You
have command of a helicopter fleet and a ranger force of highly-trained
trackers and climbers. All the people in your command are dedicated, or so
you hope.
“Okay, people, here’s the plan,” you announce to the five officers who
came rushing to your office in response to the emergency bell. “Haven can’t
have gotten too far. We’re surrounded by miles of semi-desert prairie. No
vehicles are missing from the motor pool, and no strange aircraft have been
reported in the area.”
“Commander, how can we be so sure that he’s out there?” a lieutenant
wearing the sand-colored camouflage uniform of the rangers asks. “Maybe
he never left the compound. Has it been searched?”
Another officer jumps in before you can answer. “The compound’s been
searched from turnip to washcloth. He’s not there.”
“Well, we’ll leave a detail here to assure that, if Haven is hiding, he’ll be
caught the minute he surfaces. Thank you both.” You nod at them and
continue, “I’ll take the lead helicopter and direct the search of the territory
due south from the air. Captain Ricardo, you take the rangers and spread out
in a southeasterly direction.”
Your helicopter is one of the new generation of high-speed, low-noise
craft. The pilot is experienced and talented.
Soon you’re at an altitude of two thousand feet, busily scanning the
horizon with computer-enhanced binoculars capable of enlarging an image
seventy times. They also pick up radiation from living creatures.
You’re in constant contact with the forces on the ground led by Captain
Ricardo and the ranger lieutenant who had spoken earlier at the meeting.
Suddenly, clouds envelop your helicopter and radio communication is
knocked out. The clouds contain a choking, blinding gas. You and your
pilot reach for the oxygen equipment, but the pilot slumps forward and
stops breathing. A crimson circle appears on his uniform over his heart.
He’s dead!
If you try to land the helicopter yourself, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
You move the pilot out of the way and take the controls of the helicopter.
It dips and swerves in a half-loop until you stabilize it. You use a
combination of rotor speed and emergency jet thrusters to bring it under
control. Frantically, you key the mike, hoping radio communication has
been restored.
“Come in, Ranger Three. Mayday! Mayday!”
There’s no response, not even the usual static crackle. Looking at the
control panel, you see that the radio’s been destroyed. It must have been hit
in the same attack that killed the pilot. But how did it happen? You haven’t
heard or seen any enemy aircraft.
Just when you think you have the helicopter under control, it pitches and
yaws again in a violent swing.
Suddenly you see them! In a tight formation in front of your helicopter
are three disklike shapes moving at a slow speed. They have a luminescent
quality, as if the sun is shining through them or reflecting onto them from
water.
Zam!
A bright light flashes to the port side of the helicopter.
“Oh, no!” you yell. “Those are alien ships, not Doradan planes!”
Desperately you attempt to dive away from the frightening fire coming
from the strange craft hovering near you.
With a speed unknown to you, one of the crafts disappears. The other two
converge on you.
“Help! Help, someone—anyone! They’re going to get—”
Those are the last words you ever say.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
Once you’ve made up your mind, you set yourself for action. Your body
tenses, preparing to release its energy in one smooth, swift blow.
Slowly you reach down, pretending your boot lace has come undone.
Haven seems unconcerned. You kneel on the sandy ground, fumble with
your lace, and prepare for the move to grasp the metal rod. You can hear
your own heartbeat.
“Now!” you say to yourself.
Grabbing the rod, you jump to your feet. With a sweeping movement,
you swing the rod toward Haven.
The metal rod clangs against an impenetrable and invisible barrier and
bounces back. You’re knocked off your feet by the force of the rebound,
landing on your back.
Haven peers down at you.
“I do not blame you, Commander. After all, why should you trust me?
Talk is cheap, as you Earth types say. I fear, though, that we have to start
trusting each other sometime. Let me help you aboard the spacecraft so we
can talk some more. If I give you back the top-secret files you came after,
maybe you will trust me.”
There’s nothing to do now but go with Haven. You aren’t sure whether
you’re a prisoner or not, but at the moment, the choices are in the hands of
this being called Haven.
You will need to do whatever it takes: talk, negotiate, plan. For now,
survival is your main goal. You can only hope Haven is the forgiving type
and will allow you to take back your earlier decision.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Climb aboard!” you say to Sellers early the next morning, when the two
of you have returned to your motor-glider. “Let’s just hope you know where
we’re going.
“I do. Anyway, I’ve always believed that everyone has the right to fail. If
we don’t try, there’s no chance to succeed. Trust me.”
He buckles himself into the plane, and you close the canopy. Moments
later you’re airborne.
Sellers looks down and smiles. “We were surrounded, you know,” he
says.
“What? You mean down there?” you reply in horror at the idea that
you’ve just made a takeoff in a valley surrounded by hostile troops who
could have easily blown you out of the sky.
“Well, they didn’t know they had us surrounded, but they did. Four or
five Doradan and Corporation patrols are out there. We’ve been watching
them, waiting for our chance to get out. With luck, we can stay one jump
ahead of them.”
Sellers stops talking and again looks out at the seemingly peaceful world
below.
Blindly you follow the directions Sellers gives you.
“I hope we’re getting close,” you tell him after you’ve been flying for
some time. “Looks like bad weather ahead.”
He nods silently, and you turn your attention back to your flying. Soon
the sky is filled with towering thunderheads capable of ripping the wings
off any airplane—and especially off the delicate motor-glider you’re flying.
You dodge in and out of the clouds, climbing, diving, banking, and turning.
Lightning flashes all around you, illuminating the clouds as though
someone were switching on lamps inside them. The wind currents at twelve
thousand feet gust well over forty knots, and your plane is tossed like a toy.
You fly on and on, battling to stay in the air. Twice you slip through the
clouds looking for a place to land, but without success.
Time passes in agonizing minutes. Hope for a break in the storm is the
only thing that keeps you going. Finally, you enter a cloud so dense and so
high that you pray you will get out of it alive.
Your prayer is not answered. You and Sellers and your airplane meet the
unyielding rock face of a mountain hidden by the clouds. The end comes
mercifully fast.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
At your present airspeed you’ll reach San Francisco in an hour. Turtalian
intelligence has given you the name of a man there who may be able to help
you trace the actions and movements of Matt and Mimla. He might even
guide you to the area where Matt and Mimla transmitted that last message.
There’s a slight headwind, but the flying is easy. The campfires below
fade from view. Soon you’re soaring over the mountains and starting to
descend toward San Francisco.
Reports in Turtalia have indicated that San Francisco and its surrounding
areas are divided into three hostile segments. A gang of criminals called the
Corporation maintains control of the central part of the city, from the docks
to the top of Telegraph Hill and out to the Golden Gate Bridge. Or, what
once was the Golden Gate Bridge—now it’s nothing but jumbled concrete,
metal, and cable on either side of the bay, with no bridge spanning water.
The Corporation is a mixture of military people, gamblers, and drug
dealers. It’s headed by the president of a famous high-tech company. He has
turned his creative genius to the organization of political power over a once
populous and successful city. There is apparent madness in his appetite for
raw power.
Intelligence reports also have indicated that factions within the
Corporation want the president out—indeed, want him dead. But he seems
to have a genius for survival. He’s unpredictable, unfair, and brilliant.
The other two groups in and around San Francisco are resistance factions
fighting the Corporation. They vie with one another for the support of a
dazed, poverty-stricken, and frightened population. One group is called the
Rebels; the other changes its name about as often as the weather changes.
Your contact is a member of the Rebels.
The airport for which you’re heading is in a disputed area. Since your
plane can also land in a small field, you decide against trying the airport and
instead look for the playing fields on the former University of California
campus in Berkeley. The university is closed, of course. What remains of it
lies in a San Francisco Bay district reported to be under the control of the
Rebels.
Minutes later you spot the football field and decide from a careful check
that it’s probably safe to land there. You don’t try making radio contact.
The landing is easy. The plane comes to a stop at what used to be the
fifty-yard line. No one is about. You climb out of the cockpit, grab your kit
bag, and head out to find the man named Jeremy, your Rebel contact.
Physically, the part of Berkeley near the university seems pretty much
unchanged. But many of the homes are abandoned, the people having fled
to the country, afraid of the fighting among the three hostile groups.
You have a year-old map of the area provided by Turtalian intelligence.
In the morning, you should be able to locate Jeremy at a restaurant called
the Hungry Pelican.
You decide to spend the hours until daylight in one of the abandoned
houses. Once inside, you sit down and pull out your map. Before you open
it, the strain of your long flight overcomes you. Your eyes close.
When you wake up it’s morning. The fog across the bay is beginning to
lift. It’s a beautiful day, but you feel lonely and sad as you walk along the
empty, quiet streets.
The Hungry Pelican is open for breakfast, and twelve or fifteen people
are huddled over a counter. When you enter, the babble of voices ceases.
Slowly faces turn to look at you. You nod a greeting, yet the silence remains
unbroken.
If you decide to take a seat at the counter, click here
If you decide to back out and wait for a better time, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
You put the motor-glider into a long, slow banking turn. At eight
thousand feet it’s very difficult to make out the details of the terrain. You
kick the rudder pedal and push the stick over and forward. Your plane
sideslips quietly and effortlessly until the altimeter reads six thousand feet.
There are rolling hills below, and you feel that this is the safest altitude for
now. You level off and cut back on the throttle.
Scanning the country around the campsites, you see ample landing room
in grassy open spaces. One field is fairly close to one of the campfires.
“I wonder if I should try radio contact,” you say to yourself. “It’s risky.
It’d be a dead giveaway if those are hostile troops. On the other hand, it
would save time and be safer if I could get someone to help check the field
before I land.”
If you try to make radio contact, click here
If you stall for time and try to leave the crystal, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Look, I’m just an ordinary civilian,” you say. “My brother’s been living
outside of San Francisco for years. He moved there before the bad times.
I’m trying to find him. I want . . .”
“Stop right there, “ the man with the lamp says. “You look honest. I
follow instincts. I don’t believe your story, but for some oddball reason, I
trust you. I’m called Sellers, and these are—”
Just then an owl hoots. Sellers holds his hand up.
“Quiet!” he whispers to you. “That’s one of my people. There could be
company we don’t need or want around here.”
Two shots are fired. They’re accurate: two of the civilians near you
slump to the ground.
“Hold your fire,” Sellers yells to his people. “Every shot must count.”
He grabs you by the arm and pulls you down behind a jumble of
boulders.
“Here, use this if you want,” he says, handing you an automatic weapon.
He also hands you two clips of ammunition. “We Rebels don’t have much
ammunition, so use it wisely.”
Gunfire fills the air. You look toward your plane just in time to see a
barrage of bullets slam into it. There’s a muffled whump as the gas tank
explodes. In minutes your plane becomes a twisted, ugly, black tangle of
metal and melted plastic.
Sellers grabs your arm again.
“Sorry about all this. You may be better off on your own. I wouldn’t
blame you if you want to slip away into the woods.”
If you decide to slip away on your own, click here
If you pretend you’re a civilian trying to locate your brother who lives
outside of San Francisco, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“You may be right, Sellers. Goodbye and good luck. I hope you make it,”
you tell him.
“Yeah, see you around, “ he replies, then turns to the job at hand.
You saw where your kit bag was dropped when the shooting started, and
you’re able to find it in the dark. All around you people are fighting for
their lives. You wonder how many others will try to slip away into the night
and escape the madness of gunfire.
You shrug into the shoulder straps of the kit bag and crawl back from the
ring of fire, moving like a snail, hoping to get away unnoticed.
The intensity of the battle eases, and you rise to a crouching position.
You begin to run, bent low over the ground. Nothing happens! You’re still
alive. You haven’t been seen.
You cover a hundred yards, stop, catch your breath, then travel another
hundred yards and stop again. Gunfire erupts with renewed ferocity. You
now hear the persistent and ominous thump of mortar rounds. Cries of pain
and terror are carried through the night air. You keep moving.
You start to feel you can’t run anymore, at least not at the pace you’ve
set. Your lungs feel as though they’re about to burst. No one seems to have
noticed you. Maybe you’ve slipped past all the attackers.
Hunkering down on the ground beside rocks and low bushes, you catch
your breath and look back at the inferno you’ve just fled. The flashpoints of
gunfire seem harmless from this distance. The only sound is a mild
popping.
“I can’t rest for long,” you say to yourself and start off again. You walk at
a fast pace, following the natural contour of the hills.
Hours pass. You nibble on a mint cake and raisin bar from your kit bag
for energy. Dawn rapidly approaches. You feel you’re free of the danger
zone, at least for now.
By the time daylight finally comes, you’re in a pine forest on the slopes
of steep hills that lead to mountains. You stop and pull a map out of your kit
bag. The map indicates that you’re near what was once a ski resort called
Squaw Valley. It might be around the next mountain.
Then you hear a noise. It’s the buzzing sound of a light plane, probably
an observation plane. Is it searching for me? you wonder.
If you take cover and wait until the plane leaves, click here
If you decide to go on, trying to stay hidden in the trees, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
You drop to the ground, knocking Haven down with a kick to his legs.
Before he can respond, you’re on your feet and running in the direction of
the three rangers.
“Don’t fire. It’s me!” you shout. But they’re too far away to identify you.
They watch your approach warily.
You run as hard as you can. There’s no looking back. At any moment you
expect a shot or a paralyzing ray to hit you. Haven won’t give me up too
easily, you think.
No shot rings out. No paralyzing ray stops you. The rangers stand with
weapons at the ready. You make one final burst forward and reach the
safety of the group.
“Thank heavens you’re here,” you gasp. “I’ve never been so happy—”
You stop when you see their grim faces. You suddenly realize that no one
has moved forward to help you.
“Don’t move, Commander. You can’t escape,” says a lieutenant newly
assigned to the ranger force. “Don’t move or you’ll never move again.”
“What do you mean?” you cry. “Drop those weapons! Don’t you dare
aim them at me!”
The lieutenant motions to one of the others, who snaps handcuffs on your
wrists. From behind some scrub pine a squad of soldiers emerges, wearing
the uniform of the Doradan army!
“Well done, Lieutenant!” Haven says. He has suddenly appeared at your
side. “Leave this Earthling to me.”
The ranger lieutenant snaps a salute and turns to talk with the Doradans.
“Where are my troops?” you ask, dreading the answer.
“We’ve taken care of them, don’t worry,” replies the turncoat lieutenant.
Haven leads you back toward the spacecraft.
“So, you’ve won after all, haven’t you, Haven?” you say in a disgusted
tone.
“Be calm, Commander. Nothing is ever what it appears to be. I am as
anxious to be free of these Doradans as you are. They are fascists. Our
intelligence has analyzed their system; fascism will not work in the long
run. As I told you, we need help, and we want it from you Turtalians. Will
you contact your home base and report our position? Your forces can
capture the Doradans, and we can begin discussions on how to help one
another.”
If you use your communicator to contact Operations Center, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
Your call to Operations Center results in an immediate response to your
request for help with the Doradans. With little or no firing, a Turtalian strike
force rounds up the Doradan team. Your ranger force, being held prisoner
two miles from the spacecraft, is quickly located. They’d been immobilized
by an old-fashioned gas once used by police to quell protests during the
political clashes of the 1960s in the United States. Its effectiveness was
temporary, and exposure to the gas caused no residual harm—just
tearstained faces.
Aboard the Turtalian command craft is the chief political officer of
Turtalia, a woman named Marileva.
“I’m anxious to talk with this being—this Haven—who paraded as the
Doradan spy. Where is he?” she asks you.
“Why, right here,” you reply. You turn to find that no one is standing
beside you. “He was here a minute ago!”
“Have no fear.” The voice of Haven floats in the air. “I am just resting for
a bit. It is quite fatiguing to be in humanoid form for too long.”
Haven’s body begins to rematerialize beside you.
“I have information important to you Turtalians,” he says. “The Doradans
plan to launch a surprise attack on your capital in Denver within the next
week. I recommend striking their capital first. We can use my forces and
my craft. Will you accept our aid?” he asks. “Of course, we want something
in return.”
If you want to accept, click here
If you bargain with Jeremy, and avoid pledging direct Turtalian aid, click
here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Sure, Haven, I’ll contact my home base,” you say as you fiddle with the
communicator, stalling for time. You have a hunch that Haven is trying to
invade your security wavelength and head up a Doradan takeover attack.
Haven nods and turns his back to you to speak rapidly to one of his crew.
Meanwhile the Doradan forces are busy arranging the transport of their
prisoners—your ranger force—back to the Doradan territory. They move
off, paying little attention to you because they trust Haven and his crew.
Haven seems engrossed in his conversation. Scanning the immediate area
you see a metal rod about five feet long lying on the ground.
You think there’s a chance for escape, if you can knock Haven out, get
his weapon, and head for cover in the pinon trees.
You wait and watch. Haven concludes his talk, dismisses the crew
members, and turns back to you. The two of you are now alone. The
Doradans are out of sight.
If you decide to knock out Haven, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“You’d better be for real, Haven. Denver will blow us both out of the sky
in a microsecond, if they suspect treachery.” You don’t feel secure about the
decision, but it seems the best way to get out of the mess you’re in.
Haven nods, and you enter his spacecraft. As the craft heads for Denver,
you give Haven the proper security codes. Seconds before you arrive, he
gives a command to his crew. The beam of azure light that earlier froze
your action incapacitates you once again.
Denver base reads Haven’s maneuvers as hostile. The Tactical Strike
Command fires a circular barrage. You, Haven, and the spacecraft merge
with the universe.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“I believe Turtalians share your interests,” you answer Jeremy. “The
Corporation is as dangerous to us as the Doradans are. Now that the two are
in league, we’re all worse off. Yes, we’ll give you direct help—personnel,
equipment, supplies. First, though, what about Matt and Mimla? Where are
they?”
Jeremy looks at you. He’s not a friendly type, you think.
“If you came from Turtalia, then you flew over the area where they had a
camp. They’re trying to trace a Doradan assault team. Big things could be
up. Doradans are all over the place. It looks like the buildup for an attack on
the Turtalian western border.”
“When did you last hear from them?” you demand.
“A week ago. Apparently they were attacked. They’re still out there, I
guess.”
“How far from here?” you ask.
“Eighty, maybe a hundred miles,” he responds. “It’s quicker to fly, but
there is also a road. We have some motorcycles. They’re old, but they’ll
do.”
If you decide to use the road to search for Matt and Mimla, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“I’ll fly,” you say. “Get me someone who knows the area.”
Jeremy nods, and returns to the restaurant counter. Moments later a
woman of about fifty enters the back room. She’s quite thin, but the lines
around her face make you think that she was fat at one time. These are hard
times, and food is scarce.
The woman stares at you. Her suspicion and hostility are obvious. You
sense that no one here feels anyone can be trusted.
“So, you want to know where those two are, is that it?” she asks rather
nastily.
“That’s right. Will you show me on this map?” you reply, pushing one of
your flight maps to her.
She takes it and scans it with intensity, her finger poised over the surface.
“There,” the woman says. “That’s where they’re supposed to be. Cocky,
those two, that’s what they were! So sure of themselves. That’s a good way
to get killed. If you ask me, you’re wasting your time. They’ve been food
for the buzzards for days now, I’d say.” She turns and leaves.
The area she pointed to on the map is right where you spotted the
campfires. The problem remains—which camps are friendly?
Jeremy returns. “Got what you want, have you? Well, better leave then.
You attract too much attention. Don’t forget, Turtalia has promised us
help.”
You nod agreement and head back to your plane. There are more people
in the streets now. They move quickly and furtively.
“I’ll be glad to get out of here,” you say to yourself.
Later that morning, you’re safely airborne and heading east when you
pick up a radio signal. You fiddle with your dial until the signal clears.
“Two licorice pizzas to go. Repeat, two licorice pizzas to go.”
Matt and Mimla’s code call!
You respond with a six-digit identifying number: “Zero, four, two, eight,
one, seven.”
“We read you. Pizza is ready for takeout,” comes the response, followed
by the coded coordinates of Mimla and Matt’s position.
You fly to their campsite. Now it’s a matter of landing safely, taking off
quickly, and avoiding Doradans on the trip home. Matt and Mimla fill you
in on the information they’ve collected.
“That’s good stuff,” you tell them. “I have no doubt it will help foil the
Doradan attack.”
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“I’m sure the Turtalian Congress will appreciate your kind offer, Haven,”
you reply. “But time is of the essence, and I do have a ranger strike force
that can be utilized. Perhaps a strike at their main operations base will nip
this in the bud.”
“As you wish, Commander, but you Earthlings do seem to make things
confusing. Let’s hope you are right. I will watch. If you need help, call.”
Haven dematerializes.
“I hope he’s gone back inside his spacecraft,” you say to Marileva. “We’d
better get moving, too. Do you have any ideas on how to proceed?”
“Why don’t you and I slip into Dorado, head for the operations base, and
knock it out ourselves?” she suggests. “No fuss, no mess.”
You appraise the situation carefully. Two people in civilian clothes could
go virtually unnoticed; a larger strike force of uniformed rangers would not.
If you go into Dorado with Marileva, click here
If you decide to use the whole ranger strike force, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Well, a thing like this can’t be decided immediately,” you say to Haven.
“Let me talk with my people. I can’t take individual responsibility for this
type of decision. Who’d believe me, anyway?”
Haven shakes his head in what looks like resignation and despair.
“So few have faith. You are not trusting your instincts. Or perhaps you
are. You think this is all a Doradan hoax. I can see it in your face. Well,
maybe I am wrong. Perhaps Turtalia is not for us. You are stalling, and time
is precious for us now. I have wasted years on Earth already. We need help,
and we need it now. You do not believe me. You do not trust me!”
Haven and the humanoid fling you from the crystal spaceship. You hit the
sandy ground with a grinding thud!
The ship disappears. Moments later you’re surrounded by your ranger
force. Your memory has begun to fade. You remember nothing about Haven
and the ship.
But your memory loss doesn’t stop there. Soon you don’t even remember
who you are, where you’re from, or who the people surrounding you are.
Within an hour you have lost the ability to speak. All sounds become
unintelligible, except for a wailing cry—and the cry is coming from you!
You now have the mind of a three-week-old infant. Haven has taken his
revenge.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Force begets force,” you tell yourself, quoting one of the sayings of the
Turtalian Congress. “I’d better wait and see what happens.”
You fiddle some more with the communicator. You haven’t fooled
Haven. He takes the communicator from you and puts it in his pocket.
“I will not force you to contact your base, Commander, but it is a shame
that we cannot cooperate. There is much to be lost if we do not. I have a
plan. Perhaps it will prove to you the seriousness of my interest in working
with the Turtalian people.”
You nod your head, more out of habit than in agreement with what he’s
just said.
“My plan is this: I will tell the Doradan commander that I am taking you
back to Dorado for questioning. In reality, we will go to the Turtalian
capital, Denver. I cannot keep up this charade of being a Doradan agent any
longer. What do you say?”
You ponder this. To bring Haven and his spacecraft to Denver using the
special security codes could cause disaster to Turtalia if Haven turns out to
be a fraud. He could launch a devastating strike on Turtalia.
If you decide to take Haven to Denver, click here
If you decide to take Haven on a flight away from both Dorado and
Denver, click here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Let’s take care of this ourselves, Marileva,” you say, agreeing to her
idea.
Eleven hours later, you and Marileva are trapped in front of Doradan
headquarters.
“We never had a chance,” you say to Marileva in the few seconds you
have left before the Doradans move in. “From the moment we stepped onto
Doradan soil, we were doomed to failure because of the simplest of
mistakes. When we changed into civilian clothes, we forgot to change our
shoes. Turtalian military-issue shoes leave a distinctive tread pattern that
even a child can spot.”
Marileva has no time to respond and the Doradans ask no questions. A
blast of automatic fire ends your promising careers.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Motorcycles sound fine to me,” you say to Jeremy. “Let’s get going.”
“Take it easy. We’ll get there,” responds a man who’s been standing in
the doorway watching. “It takes time to arrange things. Be cool, man, be
cool.”
Several cups of herb tea later, you hear the sound of motorcycle engines.
Three old Harley-Davidson bikes appear. Their riders are dressed in the
leather jackets of the Heaven’s Fools, a motorcycle club. The men are
bearded and tough-looking.
One of the bikes has a sidecar, a little one-wheeled passenger seat,
attached. You hope it’s not for you, but a biker points at it and says, “Hop
in.”
You comply. He hands you a pair of goggles and a helmet.
“Let’s split!” another biker says.
As you bounce along, you’re sorry you chose the motorcycles over the
plane. The highways and roads haven’t been cared for in years, and they’re a
mass of potholes and weeds.
The bikers seem oblivious to it all. They merrily roar on at high speed,
rocketing over the bumps and vegetation.
“How far did you say it was?” you yell at your driver. He doesn’t answer.
“How far?” you yell again.
He just grins and accelerates. The old Harley belches smoke and keeps
roaring.
Three hours later you cross a high pass and begin to descend into a long
valley of rolling, forested hills.
You wonder why you haven’t been stopped by hostile Corporation or
Doradan patrols. Then again, everything about this area is disorganized.
The goggles the bikers gave you are covered with dirt, and you have to
keep wiping them in order to see. The exhaust fumes make you sick to your
stomach.
“How much farther?” you ask again.
The driver points ahead.
“There,” he says.
Sure enough, over the next hill you come to an armed Rebel camp. The
Rebels welcome the bikers, who have brought messages from people in
Berkeley along with a few needed supplies.
But Mimla and Matt are not there.
“Where are they?” you demand.
“They’re up at the other camp with a man named Sellers,” one of the men
answers.
“You might as well give up your friends for dead,” says another Rebel.
“Sellers pushes the limits all the time.”
“Can I get to this other camp?” you ask.
“Sure,” the Rebel answers. “In fact, we’ll take you part of the way. You
can join the patrol that’s heading out shortly.”
You’re escorted by a party of four armed people, three women and one
man, to a spot where you can see a range of rolling hills beyond an
immense stretch of land.
“Sellers is out there,” they say, pointing to the hills. “You’re on your own
now. Good luck.”
Two days later, you’re stopped by a Rebel guard. He leads you to the
man named Sellers inside the camp, which is under heavy attack by
Doradans and Corporation troops.
You explain who you are, then demand of Sellers, “So where are they?”
“Where are who?”
“Matt and Mimla,” you say impatiently.
Sellers shrugs.
“I was told they were here.”
“You were told wrong. And I suggest you get out of here. The fighting’s
heavy. You’d be better off on your own.”
You think about that for a moment. At last you make a decision.
“I’m staying, Sellers,” you say. “I’m determined to do what I came to do.
Anyway, you need all the help you can get.”
“Fine. But remember, it’s your neck,” he replies.
The fighting is intense. You’re too busy defending your life to search for
Matt and Mimla. There seems little hope of getting out alive. You think
about your life in Turtalia and what the freedom of choice has meant for
your people. The firing eases at times, and hope renews at these moments.
“I can’t see who we’re fighting,” you say to Sellers.
“It’s always like that,” he replies. “Ambushes, hit and run. Actually, we
use the same tactics. All the same, it just means killing people.”
Soon the firing begins again. It seems impossible that anyone will
survive the awful violence.
Suddenly you’re out of ammunition!
“Sellers, I’m out,” you say. “Have you got any more clips?”
“Nope. That’s it, I’m afraid. I ran out minutes ago myself.”
Soon all of the Rebels are out of ammunition. The attackers sense what
has happened, but they’re cautious. They hold their positions, suspecting
the Rebels might be bluffing.
Finally, they contact you through a loudspeaker.
“Throw down your arms! There is no alternative. I repeat, stand up and
throw down your weapons!”
Sellers nods and shrugs his shoulders. “Let’s see what happens.”
A squad of Doradan troops moves forward cautiously. You, Sellers, and
the others who are still alive lay down your weapons.
“You will come with us,” the Doradan officer in charge says. “We’ll find
out what you know and who you are.”
You wonder if Matt and Mimla met a similar fate. Maybe they’re still
alive, and are prisoners of this same group of Doradans. You may even join
them soon. Then it will be up to you to plan an escape.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
You are pleased to see that your ranger strike force is eager and ready to
go. The effects of the tear gas have completely worn off. Equipment is
checked and rechecked, and additional helicopters are called in.
It takes two hours to round up the helicopters necessary for the mission.
In the meantime, you send out search teams to look for any members of the
Doradan strike force who may still be in the area. None are found.
The tense, grim rangers talk little as they’re airlifted deep within Doradan
airspace. You’re surprised that there are no Doradan air patrols. The
Doradans are busy arranging their attack on Turtalia, and their transports
and aircraft are tied up in those preparations.
On schedule, according to synchronized watches, your helicopter
squadron drops out of the sky in the Doradan capital and lands near the
operations building. You leap out the open helicopter door and with the
others, dash for the main door. Bullets pierce the air.
“Watch it, Marileva,” you yell as two Doradan guards drop to their knees,
firing their weapons on full automatic. Just then a member of your ranger
force hurls a smoke grenade. Two others overpower the guards. You,
Marileva, and three rangers rush into the building.
You know the layout of the Doradan operations building very well. When
you were captured during the Doradan Wars several years ago, you were
often brought here for interrogation.
“Second floor, third door, Marileva,” you yell. “Watch out!”
You kick the door open with one massive swing of your foot.
“Hands up! Don’t move!” you command.
The three most important Doradans are here: the leaders of the Doradan
army, air force, and intelligence services.
“This way! Move fast!” you order. The commander of the army lunges
for his weapon, but Marileva stops him with a downward smash to his
forearm.
You hurry your prisoners back through the corridor, down the stairs, and
out into the street. Your ranger force has managed to hold off Doradan
reinforcements, but their losses have been heavy. One of the helicopters has
been destroyed.
You, Marileva, and your prisoners, along with several rangers, board one
of the remaining ’copters. Moments later, you’re on your way out of
Dorado.
A squad of Turtalian planes meets you and escorts you triumphantly
home with what you hope is the biggest catch ever—the three fascist chiefs.
“Good work,” Marileva says, putting her hand on your shoulder.
“Perhaps real peace is now possible.”
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“The controls are useless,” you shout, although there’s no one to hear
you.
You have no time to waste. You’re only fifteen hundred feet above the
ground, and the helicopter is losing altitude quickly. You wrestle with the
seat belt release. Finally it clicks open, and you push your way through the
Plexiglas door. The slip-stream buffets you against the side of the
helicopter. The salty taste of blood fills your mouth, the result of a nasty
gash you get when you bump your head leaving the cabin.
Whop! Your parachute snaps open and stops your tumbling fall through
the murky, gas-laden cloud. You slump in the harness, legs swinging to and
fro like a puppet on a string.
Moments later you’re in clear air, not more than two hundred feet above
the ground. Your head clears, too, and you prepare to land. There’s no one
around!
Where are my people? you wonder. Captain Ricardo and the rangers
should be there.
You bend your knees as you hit the ground. The shock is far less than
you’d expected.
“These new para-foil chutes are great,” you announce, even though no
one’s around to hear your praise of the new technology.
You key your miniature communicator, standard equipment for all
Turtalian forces. You hope it works.
“Red Leader to Ranger Three. Come in,” you say, hoping desperately for
a reply. “Red Leader. Repeat, Red Leader. Where are you, Ranger Three?”
You look around for some sign of people on the deserted prairie. All
communication is dead, just as it was in the helicopter. Not a soul is in
sight.
A whining sound interrupts your concentration. Looking up, you see an
enormous silvery shape coming your way. It blocks the sun. You’re in the
shadow of a craft unknown to you. There’s no place to hide.
A beam of sky-blue light reaches down from the underside of the craft
and bathes you in its warm energy. You try to move, to step out of the beam.
But your feet are locked in position! You try to raise your arm, but it
remains at your side. Your breathing slows, and your pulse rate falls until
your heart is beating so slowly that you can feel each pulse in its full
rhythmic movement.
In rapid stages Haven materializes beside you: first his head and
shoulders, then his whole body. Slowly, facial details and coloration are
added. The apparition reaches out and touches you—and the touch releases
you from the frozen state you’ve been in.
Haven speaks. “I am certain you did not expect this, did you? I have
more power than you imagined.” His tone is slow and even. There’s no
harshness in his voice.
You nod your head. He continues.
“I have never been a Doradan, you know. Actually, I am not human. You
can tell by my craft here. I am of a society called the Crystal People. The
people of my world need the help of the people of your world. I could not
be sure whether the Doradans or you Turtalians should be the ones to help. I
have now decided in favor of the people of Turtalia. Will you come aboard
my craft and find out what we need? We are friendly.”
“What happens if I refuse?” you reply.
“Nothing at all. You are free to go.”
“What about my pilot? If you’re so friendly, why did you kill him?” you
ask.
“It was not us who killed your pilot. Are you sure your own people are
reliable?” Haven replies.
At that moment you catch sight of three figures moving toward you in the
distance. They’re members of the Turtalian ranger force.
If you decide to trust Haven for the time being, click here
If you decide to make a dash for freedom and join your own people, click
here
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“I’m not really empowered by my government to commit us to armed
involvement here,” you reply. “I’ll see what I can do, though.”
Jeremy slams his hand down on a wooden table top.
“No guts. We’re fighting for our lives, and you talk like a lawyer. We
don’t need you or your kind. Beat it, and good riddance.” He turns and
leaves.
What next? you think.
“Hey, wait a minute,” you call after him. “Don’t be so hasty. Let’s talk.
Maybe we can work something out.”
You hope Jeremy will be reasonable. He turns, comes back, and looks
you in the eyes.
“That’s what your friends Matt and Mimla said. And what did we get?
Nothing but trouble. You want to prove to us that you and Turtalia will
help? Then go to the Corporation and negotiate a truce. That is, if you have
the guts.”
If you decide to give it a try and negotiate for a truce with the
Corporation, click here
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
The security clearance codes and the coordinates you provide Haven lead
you on a flight that ends over California.
Haven is not stupid and says, “Well, Commander, two can play this
game.”
The spacecraft leaps to hyperspace speed. You’re rushed to the outer rim
of the Wall of Stars, where you’re interrogated by the Crystal People and
used as a bargaining chip—a hostage—as they try to get what they need
from Turtalia.
Good luck! Turtalia has a policy never to negotiate for hostages. You’ve
always agreed with the policy. Now you aren’t so sure.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“Okay. I get your message,” you say. “I’ll see what I can do about
negotiating a truce with the Corporation; you see what you can find out
about Matt and Mimla. Deal?”
Jeremy grabs your hand and pumps it vigorously.
“Now, that’s talking,” he says.
You two spend the rest of the day planning your approach to the
Corporation. Corporation headquarters is in an old hotel on top of Nob Hill.
The next morning you leave on a mission that fills you with fear. You
travel from Berkeley to San Francisco by boat. The weather is foggy and
damp. The trip across the bay is long and unpleasant. You’re careful to
avoid Corporation patrols.
Walking through San Francisco is like moving through a nightmare. The
skyscrapers are silent, many of them burned out. Windows are smashed.
Rusting cars line the roads. Some of them have been burned, too.
You barely escape getting caught by a patrol. But at last you make it up
the long hill to the old hotel. It’s a relic of the past—beautiful, elegant, and
well-maintained in the midst of the destruction.
Fear paralyzes you as you walk up to the elaborately decorated front
door.
“What do you want?” yells a voice.
You talk fast, explaining that you’re a Turtalian emissary who is also
representing the Rebels.
The guard grunts and leads you into the hotel and across the lobby to the
elevators. He gets on with you and punches the button for the twenty-first
floor. When the doors slide open, he shoves you ahead of him into a suite of
rooms.
There you see a man in his thirties with a beard and long hair, weaning
dark glasses, a Hawaiian shirt, an earring, and silver bracelets. He grins at
you and speaks.
“Come on in. Sit down. Want something to drink? No? Well, as you
wish.”
Behind the man are four armed guards. They watch your every move.
You begin discussions with this man, whose name is Sam Osprey. He’s
the head of the Corporation. After much talk and bargaining, you succeed in
striking a deal! It turns out that all you had to do was offer him more
financial help than the Doradans had offered.
“It’s a cash and carry business,” he says, smiling.
Part of your deal is that a truce with the Rebels be declared. The other
part is that Osprey help in stopping the Doradans and their plans to invade
Turtalia.
You’re not sure how trustworthy Sam Osprey is, but this is the best you
can do. It’s a good start. Now, if you can find Matt and Mimla, Turtalia’s
future will look much brighter.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“I can’t waste any more time,” you say to yourself.
Keeping in the shadow of trees, you continue walking, hoping to escape
the notice of the plane.
You wander through the Sierras for two days. At dawn of the second day,
you’re stopped by a Rebel patrol. They bring you into headquarters, a ski
patrol shack in Squaw Valley. There you explain your mission and describe
the attack on Sellers and his Rebels.
Then you get the bad news. “Your agents Matt and Mimla have been
captured by Doradans,” the Rebel commander tells you. “They’re probably
dead. You must stay with us. We’re as vulnerable as Sellers and his Rebels.
We’re preparing for an attack. I’m sure you can help.”
The loss of your agents saddens you deeply. You must inform Operations
Center as soon as possible. For now, you know you must do as the
commander says: stay with the Rebels and lend your talents to their effort to
stop the Doradans. It will be the first of many battles to save Turtalia.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
“It’s now or never,” you say. “Waiting here is just asking for it.”
You, Matt, and Mimla head out toward the field where the Rebels have
hidden your plane.
Just as you approach the field, a barrage of mortar and small-arms fire
destroys the plane—and with it the hope for escape. Soon you will either be
prisoners or dead. Time is all you have left, and you don’t have much of
that.
The End
Back to Beginning
Ooops, you didn’t make a choice.
Click Previous Page to go back and select one of the choices in the
story.
If you continue from here without making a choice, you will be lost.
The annoying buzzing sound gets closer and closer. The plane comes into
view above the pine trees. It’s an ultralight, a relic of the 1980s, when
people flew the ridiculous planes for sport. Its main advantage today is that
not much fuel is needed to operate it. Fuel is precious, particularly in the
untamed lands of the west, which have been ravaged by fighting for years.
The ultralight zooms back and forth like a dragonfly. “What is it looking
for?” you ask yourself aloud.
You realize that it’s probably looking for you. But is it friend or foe?
Maybe Sellers got a message out to other Rebels. Maybe they’re trying to
help. Maybe it’s even Matt and Mimla, safe and searching for you!
Just as you decide to signal the plane, it turns. The sound of the engine
recedes and then is gone. You stare at the sky for a long moment, then
return to the task at hand: getting out of this wilderness, finding Matt and
Mimla, and getting back to Turtalia.
Without your plane it’s a tall order—almost impossible—but you decide
not to think that way. Only relentless determination can conquer the
impossible, you tell yourself as you trudge day after weary day.
On you go.
The End
Back to Beginning
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