You reach down to one of the two huge satchels hanging from your shoulders, and pulling back the flap you're greeted by a collection of identical, familiar cans. You pick one out, and...
Wait, no, those aren't the same old cans. Clearly written along the side of the can, in a Vurb 20 compliant font is "Now even fizzier!" followed by "Warning! Dangerously carbonated! Do not shake!"
Those cunning dastards at R&D already formulated what the Kalranthi wanted! Well, why didn't they just tell you?
"Here!" you say, proudly holding one of the cans aloft. "Our new range of
even fizzier drinks, formulated especially for the discerning alien presence in a darkened room!" Perhaps that last bit was a touch facetious.
But the Kalranthi don't seem to notice. The booming voice makes a satisfied hum as the can is levitated by an unknown force, leaving your hand and floating upwards into the darkness.
"VERY ACCEPTABLE. HOW MANY DO YOU HAVE UPON YOU?" asks the voice, a clear pleasure apparent in every syllable.
"Two bags full, and that's just the beginning," you boast. The cans in the satchels all start to float upwards, and there are other, different hums coming from different points of darkness in the room. You feel like a heavy weight has been lifted from your shoulders, and not only because one literally has.
"VERY FIZZY," says a new, equally loud voice.
"INDEED," confirms another voice.
"NOMNOMNOM," suggests yet another voice.
Then there's a distinctly loud pop, followed by a wet noise. And another.
"TOO FIZZY!" cries one of the voices.
"NO! WHAT HAVE YOU DONE Y--"
The voice is cut short as more and more popping noises fill the room, drowning out the cries in the darkness. Now you understand why R&D didn't tell you! The new formula is ridiculously carbonated! The Kalranthi are being taken out by the fizz!
Stepping back a few paces, you're suddenly aware of the vole creature behind you.
"I didn't know!" you offer, by way of a suggestion.
"They all gone!" replies the vole. "All Kalranthi gone!"
"I'm so sorry!" you sob. "I... I..."
"No! No sorrow. You do good thing. But you maybe die for it. Must run now! Run human!"
You don't need to hear that twice. Guided by a sharp push from the vole-man, you start to run into the darkness, ending up against a wall unfamiliar to you. Along the wall is a door, smaller than the one you entered by, but with a sign on it indicating a hostile atmosphere beyond. There's also a chute in the floor nearby, just large enough for you to squeeze through and fall to a place unknown.
If you want the hostile atmosphere door to be your choice, turn to
page 33.
Or, if you want to jump down the chute in the floor, turn to
page 59.
But if you'd rather just face up to your crimes by not going anywhere, turn to
page 66.