DO NOT READ THIS BOOK FROM BEGINNING TO END!
It's a whole new way to GIVE YOURSELF GOOSEBUMPS. There's only one way out! If you don't make all the right moves—in the right order—you'll never see the light of day again.
Here's the deal: You went on a class trip to the Hall of Science. When the rest of the class left, you stayed behind to finish a video game. Bad idea. Because now an evil Super Computer doesn't want you to leave—ever!
You're in deep trouble. The hall is full of dangers. Like a deadly Mirror Maze. A giant, thirsty mosquito. And a flock of model dinosaurs with very sharp teeth!
And remember, there's only one way out. Make one mistake—and you're history.
NOW, GET READY TO TAKE THE ULTIMATE CHALLENGE!
[Look for the solution in the back of Give Yourself Goosebumps #27: Checkout Time at the Dead-end Hotel.]
GAME OVER!
"No!" You slam your fist on the table as the words scroll across the computer screen. You lost again!
But you're getting better. I almost made it to level five that time, you congratulate yourself.
This class trip to the Hall of Incredible Science is much better than being in school. You figured a museum would be boring. But the hall is full of all kinds of gadgets, nature displays, and other cool stuff. The best part is the Thinking Machine Room. It's got incredible video games—including one based on your favorite movie of all time, Operation Buzzard.
They just announced that it's time for the bus to take you back to school. Most of your class has already headed downstairs. But you can't resist playing one more game.
You punch the START button. You hear the opening notes. A jungle scene appears in front of you.
Suddenly the screen goes blank.
Huh? Did the computer crash?
Then a message appears on the screen.
"Help me! The Super Computer has taken over!"
"What?" you mutter. Is one of the other kids from your class playing some kind of joke on you?
You glance around. There's no one else in the room.
Oh, well. You have to go anyway.
You leave the room and step into the open elevator.
But when the doors slide shut, it doesn't move.
You punch the buttons. You punch the buttons again.
Nothing happens.
You're trapped!
Don't panic, you tell yourself. You grab the emergency phone. "Hello? Hello?" you shout into the receiver.
A strange, deep voice answers. "You have learned my secret. Now you cannot leave the Hall of Incredible Science alive!"
"What secret?" you gasp. "Who are you?"
"I am the Super Computer," the voice declares. "I have taken over this entire building. But since you got that message, you know too much. Now you must be destroyed!"
"Wait!" you plead. "I thought that message was just a joke. I won't tell anyone. I promise!"
The voice just laughs.
Then the elevator jolts into motion.
You have a feeling you won't like where it's taking you.
You're trapped in the Hall of Incredible Science. An evil computer has taken over, and you know its secret. Now it wants to silence you—forever.
The hall is filled with dangers. Every exhibit has been turned into a deadly menace. Even the building itself is out to get you!
There's only one way to get out of the building. To find it, you'll have to make all the right choices. Make a single mistake—and you'll never see the light of day again!
Let's face it. You probably won't last five minutes.
But just to make it interesting, turn the page for a few tips. If you read them carefully, you might just survive long enough to amuse the Super Computer before you're destroyed.
Of course, you might make it even madder...
The hall is full of deadly puzzles that you'll have to solve. Explore every room of the hall carefully. Remembering what you've seen will help you put the pieces together.
You may want to keep track of where you've gone. Each floor of the hall has a map that you should try to find. The maps have clues to help you figure out how to escape that floor.
You may also get some help from the "friend" who sent you the message. But your mystery pal is no match for the Super Computer.
As you play, you'll have the opportunity to pick up useful gadgets, weapons, and other objects. When you pick up an object, write it down on the inventory list on page x.
But decide carefully before adding an object to your list. Remember, not everything in the Hall of Incredible Science is safe to play with! An object might be useful in one situation, but in another, it could lead to a sticky end. And some objects will just get you in trouble, no matter what you do with them.
Remember, too, that you may need certain objects in order to get other objects. This means you might have to explore a room more than once in order to get what you need.
There are 238 numbered sections in the book. Begin with #1. Then choose where to go next. Follow the directions at the end of each section. You will usually have several choices about what to do.
You'll also need a pair of dice. Sometimes, fighting a battle or doing something tricky will require that you roll a certain number. For example, an instruction might read:
Will you make it across the elevator shaft?
Roll to find out.
If you roll 8 or higher, go to #32.
If you roll 7 or lower, go to #164.
Roll the two dice. If they add up to 8 or higher, go to #32. If they add up to 7 or lower, go to #164.
That's all the advice you get. Not that it'll help. Oh, just one more thing: Don't forget to GIVE YOURSELF GOOSEBUMPS!
There's no one here. The whole hall must be empty by now. But the back of your neck prickles. You can feel an evil presence watching you.
How are you going to escape?
Try the elevator again?
Try to find a telephone?