This is not meant to be hard but more a proof of concept. You want to get into the art wing, but you don't have anything remotely artistic to show off. I've tried to wall off noncritical areas and keep things relatively linear. WALKTHROUGH. First, you need a hall pass to get by Big Ed into the math/science wing. Myron in the yearbook office has it, and he's not exactly a hard-liner. >1 >w >w >se >se >se >talk to myron >1 >4 Any response pushes you forward, but some are nicer than others. To get to the end of the intro, however, it makes no difference what you choose. Now you can visit Dennis in the chess hovel whenever, but you won't be able to do anything, so I'll go for move saving here. There's a lot of weird information in math/science. >nw >nw >nw >nw >n >x list It's Dennis's birthday! Go wish him one. Or, well, look for a present for him. Or--you can try a third option you'll see. >in >get book >out >s Why not stop in the computer lab? I bet you're in the mod for a computer game. >nw >x backpack >x computer >y There really is no difference whom you play as. The game is meant to be cynical. >1 >1 >1 >1 >x computer Play again, why not. >x computer And a third time. >x computer You didn't have to, but now you have impetus to examine the backpack. >x backpack Okay, you and Dennis have an enemy in common. >se >se >s >in >x dennis >give book to dennis >talk to dennis >1 >1 >talk to dennis >y You could also say no, but next time you talk to Dennis, you get the same end. That's all for the intro! Note you can also be rude to Dennis. It results in slightly different beginnings-of-the-end, and the plan is that it will make Max able/unable to behave certain ways later.