TEXT: Welcome to Blackboard Jungle! 
  Gymnasium
  > The gymnasium is where the Parsely Greens have their home games. It’s currently empty 
  of sweaty athletes and cheering fans. You smell a locker room to the east. You see someone’s 
  eyeglasses case laying on the ground. 
  Exits are: East, north
  Examine case: Inside the case are a pair of ladies eyeglasses.
  Examine glasses: The horn-rimmed glasses aren’t really your style.
  Wearing the glasses blurs the player’s vision, making it diﬃcult to look or examine.
  Locker Room
  > You are in one of Parsely High’s locker rooms. There is a janitor’s cart here.
  Exits are: West
  Examine cart: The janitor’s cart is more or less a trash can on wheels. A bucket of pink 
  sawdust and a broom hang from the cart.
  The player can push the cart around or take the individual items.
  Examine trash: The trash can contains: a freshman.
  If the player doesn’t search the trash can, have the freshman plead for help if the cart is 
  pushed into the northern hallway. 
  Talk freshman: Are you serious? Someone might see you.
  If taken or released from the trash can, the freshman runs oﬀ crying.
  Hallway (south)
  > You are at the southern end of a long hallway. Metal lockers line the walls on each side. 
  Someone appears to have had tummy troubles; a puddle of sick lies in the middle of the 
  corridor.
  Exits are: South, north
  Examine lockers: Your locker isn’t here.
  Examine puddle: The puddle is... kinda gross. It was Salisbury Steak Day.
  If the player goes north without cleaning up the puddle, he slips and falls, bumping his 
  head. Then he wakes up in the Nurse’s Oﬃce.
  Putting pink sawdust down on the puddle solves the problem.
  If the player also sweeps up the sawdust, just say, “You’ll make a ﬁne janitor some day.”
  Nurse,s Office
  > You wake up in the nurse’s oﬃce with a terrible headache and blurry vision. The school 
  nurse decides you should go to the hospital for an MRI, just in case. The End.
  Hallway (north)
  > You are standing at the northern end of a long hallway. Your locker is here. You see the 
  door leading to your English class. 
  Exits are: East, south, north
  Examine locker: It’s your locker, you think. It’s been awhile since you’ve opened it.
  Open locker: You can’t remember your combination! You know you wrote it down 
  somewhere...
  Examine door: You see Mr. Bushel giving a lecture on last night’s homework. Oops.
  Use combination 16-32-64: Uh oh. The numbers on the lock don’t go that high.
  Examine lock: The lock is your basic, tempered steel, 32-digit combination lock. Very hard 
  to pick! You’ve tried.
  Use combination 8-16-32: The locker opens. Inside you see your English paper.
  Examine English paper: You paid good money for this!
  Library
  > You’re in the library, where you usually spend your afterschool time in detention. There is 
  a study cubby here. There is a book here. The school librarian is here.
  Exits are: South
  Examine librarian: The librarian squints at you. “Where are you supposed to be [young 
  lady/young man]?” (the librarian confuses the player’s gender without her glasses)
  Examine book: The book’s title is Cryptography for Dummies. You remember skimming it 
  during detention yesterday but that was a long time ago. 
  Read book: “Divide by two” is scrawled in the margin of the book in your handwriting.
  Examine cubby: The wooden desk has a series of numbers scratched into it: 16-32-64
  Talk librarian: “Shhh!” — The librarian will not talk to the player.
  Returning the eyeglasses gives the player a “Get out of detention for free” card. Not literally, 
  you doofus.
  Classroom
  > You step into the classroom and your teacher, Mr. Bushel, clears his throat. “You’re late, 
  as usual. I hope sincerely hope you remembered your homework.” He holds out his hand 
  expectantly.
  Exits are: West
  Not turning in the homework results in Mr. Bushel sending the player to the library for 
  detention. 
  The librarian will not let the player leave and he spends the next four hours staring at the 
  wall. The End.
  The librarian will let the player leave if given the eyeglasses.
  >Oh, thank you so much for these! I can’t see a thing without them!”
  Turning in the English paper to Mr. Bushel wins the game.
  Blackboard Jungle, a Parsely Microgreen (version 1.0)
  Parsely created by: Jared A. Sorensen
  Graphics and scripting: Jared A. Sorensen
  Parsely and Blackboard Jungle © 2011  
  Jared A. Sorensen / Memento Mori Theatricks
  Visit Memento Mori Theatricks for more Parsely!
  http://www.memento-mori.com
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Parsely/Parsely 7 - Blackboard Jungle.pdf