Start of a transcript of: A Matter of Heist Urgency An Anastasia Adventure by FLACRabbit Release 4 / Serial number 221020 / Inform 7 v10.1.2 Inform 7 v10.1.2 Identification number: //08D81172-851A-11EB-930F-E81132E59B57// Interpreter version 1.3.5 / VM 3.1.2 >about A Matter of Heist Urgency is copyright 2022 by FLACRabbit. It is free to play and distribute. This game is primarily a study of action scenes in interactive fiction. The majority of the pre-Comp development period was spent creating the final battle. The takeaways are 1) that, while it may be over in a dozen moves, an action sequence takes far more time to create than one would expect, and 2) adding multiple opponents seems to be the only practical way to make a fight interesting. The game is intended to be easy and forgiving, and I have tried to prevent unwinnable states from occurring. If you seem to have found one, I would appreciate it if you would let me know. Since this is my first publicly released game, feedback is greatly appreciated. You can submit bug reports or other comments by sending a private message to my IntFiction forum account (username FLACRabbit), or by using IFComp's judge feedback feature (if you are a judge and the Comp's judging period is still active.) >* Huh more a fight game than a heist? Interesting That's not a verb I recognize. >* I think there are other ways to do action but I guess we'll see That's not a verb I recognize. >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Sir Ponyheart is standing here, looking self-confident. "Mrumhl frhmfmrlrm erfrm," says Commissioner Mumblebumble slowly. "Umur hrmum hmfshumerm!" "I'll make them pay!" says Ponyheart. >x me You, Anastasia the Power Pony, look just like you always do. "Frmfr hlhrf, royal hmhrfhrm hlshmrm, hmerfr?" declares the police commissioner. "I never thought about it that way, sir!" says Ponyheart. >* I thought we were disguised That's not a verb I recognize. >i You are carrying nothing. Commissioner Mumblebumble stands around looking confused. >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Sir Ponyheart is standing here, looking heroic. "Mrsh frer umsh," says Commissioner Mumblebumble thoughtfully. "Umhrfsh frmur?" "Hm... that theory does fit the evidence," says Ponyheart. >x relics There are all sorts of relics here, but they aren't really relevant for the investigation. Mumblebumble considers the display case carefully. The police commissioner says "Hrm: lrm; frhlsh mrhmffr hmmrm..." "And that implies that they got away..." says Ponyheart. Sir Ponyheart exclaims, "Well, there's no time to lose, Commissioner; I'm on the case!" He rushes off, carelessly leaving his sword behind. The Commissioner clucks and collects it from the floor. >* oops That's not a verb I recognize. >x sword (the swords) These ceremonial swords are intricately carved, made of gold and silver. One of them looks like a stylized unicorn horn. Commissioner Mumblebumble contemplates the display case methodically. Mumblebumble says "Umermhl hrfhmfum frfrhmfer lrm -- Ponyheart hm ummr mrm." You notice, abandoned in a dark corner, a piece of trash. It turns out to be an empty gummy bear package! >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Lying discarded here is a gummy bear wrapper, as if some irresponsible, large, furry animal had left it here while committing a crime. The police commissioner says "Ermer, criminal frlrm hmffrm hlhmf..." >x wrapper The label reads: "HAIRY-BOW GUMMY BEARS!" It has a picture of a furry llama lady with a hair bow. Below that, it says: "LLAMAS AND ALPACAS ADORE IT SO, THE MARVELOUS UNIVERSE OF HAIRY-BOW." Everyone knows that those are the favorite snack of smashy llamas... it must be a clue! Commissioner Mumblebumble blows out a deep sigh. The police commissioner says "Frlrmfr shhrf mrm..." >take it Better to leave it for the police to collect. Mumblebumble shakes his head. The police commissioner fingers his mustache self-importantly. >* Wait what's my job then? That's not a verb I recognize. >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Lying discarded here is a gummy bear wrapper, as if some irresponsible, large, furry animal had left it here while committing a crime. Commissioner Mumblebumble peers at the velvet pillow. "Hrm?" expounds Mumblebumble gravely. >x pillow It's a fine red velvet pillow with a few bits of glass scattered on and around it. You can still see faint indents where the Crown Jewels used to rest. Leaning closer, you notice a faint, unusual smell. What could it be? The police commissioner stands around looking confused. >x case The golden-gilt and jewel-encrusted display case that used to contain the Crown Jewels has been severely smashed! All the glass that belongs in the case's sides is now scattered about on the ground. There's a velvet pillow inside, probably where the jewels were once displayed. Mumblebumble adjusts his glasses. "Mrm hmfersh ermfrhrm hlerhmur hmumum mrmmrmhrf mr hrmer frmhmf?" dictates Commissioner Mumblebumble. >smell It smells musty and dusty - and a faint whiff of something exotic and fruity. Commissioner Mumblebumble glances at the scene. The police commissioner clears his throat. >smell pillow The pervasive coconut smell seems to be emanating from a smudge of whitish cream in one corner! It looks like suntan lotion... and that could only mean that the llamas came from someplace sunny! Commissioner Mumblebumble burps apologetically. >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Lying discarded here is a gummy bear wrapper, as if some irresponsible, large, furry animal had left it here while committing a crime. "Hm hrmummrm, hrmum frfrmur umer lrmhrmhmerm hmflrmsh." says the police commissioner. >smell wrapper It smells faintly like gummy bears, but the scent isn't coming from it. The police commissioner glances at the shining sword. Commissioner Mumblebumble says "Hrmhmf hmfmrhmf ermum mrhrfhrmur." >x sword (the swords) These ceremonial swords are intricately carved, made of gold and silver. One of them looks like a stylized unicorn horn. The police commissioner says "Hmfhm hm hmfrmhmf frmmrmr mrm hl mrfrhl hmhmer..." >smell sword (the swords) You smell nothing unexpected. Commissioner Mumblebumble says "Mrhmf hrmur." >x horn These ceremonial swords are intricately carved, made of gold and silver. One of them looks like a stylized unicorn horn. Mumblebumble peers at the smashed glass. "Lrmlrmer umum," says Mumblebumble. "Hrmhmferfrm hmlrm urermhlhl..." >take horn That would be stealing, and you have better weapons. Commissioner Mumblebumble gazes intently at the smashed glass. >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Lying discarded here is a gummy bear wrapper, as if some irresponsible, large, furry animal had left it here while committing a crime. The police commissioner clears his throat. >x flags These are some of the historical Meighsalot flags - all of them depicting a stylized white pony on a turquoise field. Some of them are tattered and beaten up, others as new as can be. Commissioner Mumblebumble blows out a deep sigh. "Hllrmsh mrm umermhrm ermrmum the Queen." expounds the police commissioner importantly. >x bridles They're the closest equivalent of horse armor - mostly ceremonial bridles with intricate carving and precious metals. "Mrumfrm frmhmf ermfrerm hrmfr shererm umhlum hl mr..." announces Commissioner Mumblebumble. >x helmets They fit over a horse's head, neck, and mane area. These ones range from ornate to simple, from old to new, from dented to pristine. The police commissioner says "Investigate, frmummrm ermrum mrfrmhl!" >l Royal Museum All around you are the relics of the Meighsalot royal family - ceremonial swords, flags, battle bridles, dented horse helmets, the famous headdress of Queen Camellia the First. But what draws your eye most is the smashed glass lying around everywhere, and the empty, destroyed display case in the center that used to contain the Crown Jewels! Lying discarded here is a gummy bear wrapper, as if some irresponsible, large, furry animal had left it here while committing a crime. Mumblebumble squints at the gummy bear wrapper. "Mrmhl ererlrmfrm, mrmmrm hmer ermhrfhmfmrm frmmr..." says Mumblebumble. >x headdress It's too tall and gaudy to describe, set with jewels, precious metals, ornaments, beads, embroidery, silks, brocades, and other things. You can't imagine that the queen had a strong enough neck to wear it without it being supported by servants - which it probably was. The police commissioner looks deep in thought. >wear it (first taking the famous headdress of Queen Camellia I) It's gaudy and heavy, and not yours. "Mrmfrfrm, hmfmrm," says the police commissioner. "Hl sherfrm obvious hmfhrm." >x glass It is lying all around and you have to tread carefully to avoid stepping on it. Such a thorough smashing job could only have been done by... SMASHY LLAMAS! Just as you are about to give up your search, you find a faint hoofprint of sand under a pile of shards! Perhaps a closer examination is in order... Commissioner Mumblebumble frowns. "Shfrm; frmhrmer mr; hrfshfr hrm frmmrm." declares Commissioner Mumblebumble. >x hoofprint A hoofprint of white sand is lying on the ground. It's easy to miss it amidst the glass. The hooves are too small to be from horses... it must be a clue! Suddenly all the pieces fall into place! It MUST have been the smashy llamas, and they OBVIOUSLY fled to the nearby tropical island! Before Mumblebumble can look up, you've donned your cape in a flash and flown off to confront the evil thieves! [Please press any key to continue.] PART 2 The Hideout You fly for several minutes, buffeted back and forth by the wind. You finally catch sight of the island. It looks like a tropical paradise - the sun is shining and the turquoise waters are gently rippling. A jungle seems to take up most of the interior of the island. You swoop in for a landing, but the wind knocks you off course and you run into a coconut tree! Once you get over your momentary disorientation, you notice that a coconut has fallen off of it. You know that the llamas are here somewhere. Now you'll have to sneak around and see what they're up to. Beach The brilliant turquoise waters sparkle, the distant seagulls squawk, the palm and coconut trees sway in the light breeze, and the sun shines down with warmth - a wonderful vacation destination, if it weren't for your pressing mission. A dense, lush jungle lies to the north, but a dark path cuts into it. A solitary coconut tree is standing upright by the shoreline. A coconut, apparently knocked off the tree during your crash landing, is lying in the sand. >x coconut (the coconut) It's just a normal coconut - brown and round. It's pretty hefty for a fruit. You could probably clonk someone pretty hard with it. >take it You pick up the coconut. Surely it will be useful later. >open it It's probably better not to break it open - you're not that hungry. >i You are carrying a coconut. >l Beach The brilliant turquoise waters sparkle, the distant seagulls squawk, the palm and coconut trees sway in the light breeze, and the sun shines down with warmth - a wonderful vacation destination, if it weren't for your pressing mission. A dense, lush jungle lies to the north, but a dark path cuts into it. A solitary coconut tree is standing upright by the shoreline. >x water Endless, blue tropical waters stretch away to the horizon in all directions, except for north. >x gulls You can't see any such thing. >x seagulls Endless, blue tropical waters stretch away to the horizon in all directions, except for north. >listen You hear only the calming noise of the tropical surf, and occasionally the squawk of seagulls. >x trees Tropical palm and coconut trees form a dense jungle to the north. A foreboding path cuts into it from here. >x sun Endless, blue tropical waters stretch away to the horizon in all directions, except for north. >x path It's a dark, foreboding path into the jungle. >x jungle Tropical palm and coconut trees form a dense jungle to the north. A foreboding path cuts into it from here. >x tree It's a standard coconut palm tree, slightly bent from being rammed into, picturesque, and swaying in the light breeze. There used to be a coconut on it, but not any more. >climb tree It probably wouldn't hold your weight. >n You cautiously proceed up the path, treading as lightly as you can upon the carpet of soil. Jungle Path This winding, dark path cuts through the jungle. Occasional sunbeams filter through the canopy, and strange animal noises ring out from all directions. The path proceeds to the north and returns to the beach back to the south. You suddenly notice some heavy-sounding footsteps! There's a llama patrolling the path! You quickly duck. You'll have to fight him or sneak your way past. >listen You hear only the strange noises of the animals of the jungle, and the heavy footsteps of the guard. >hide You're already doing that! >z Time passes. >z Time passes. >z Time passes. >z Time passes. >sneak You carefully try to sneak past the guard. You stealthily creep through the strange, dark jungle, but realize that you're lost now! Jungle You're lost in a bewildering mess of strange plants, dark undergrowth, and occasional sunbeams. Small snakes and toads peer out at you, and strange noises surround you. You realize you don't really know which direction the path was. >listen You hear only the strange noises of the animals of the jungle. >sneak You'll have to be more specific. >sneak north You hopefully pick a direction at random and try it. You're still in the jungle, but you think you should be able to get out by wandering around. Jungle You're lost in a bewildering mess of strange plants, dark undergrowth, and some sunbeams. Towering trees surround you, and you see some vicious-looking ants that aren't interested in you. >sneak north The jungle definitely is getting lighter - you should be close to a clearing or an exit by now. Jungle You're still in the jungle, but it's definitely lighter, and not as many strange noises are around you. >sneak north You stumble around and finally make your way out into a rough clearing! Clearing This rough oval clearing is open to the sky. A hastily constructed woven hut is standing in the middle, and you can hear voices coming from inside. Palm trees ring the clearing. A path cuts into the jungle to the south, and another narrower path leads away to the northwest. You can hear some snippets of conversation from the llamas in the hut, and you have to get closer to hear. >x hut It's a loosely and hastily built woven grass hut, supported with mud. It doesn't look like it would last long. A few windows are cut into it, and a door leads in. You can catch a lot more of their conversation. It's definitely three llamas who are talking in there - they seem to be talking about the heist! "What about Sir Ponyheart?" says one. "Oh, he's nothing to worry about," responds another one casually. "He never succeeds. Anyway, we're not unarmed!" "Well then," says another one, who seems to be the leader. "There's no time to lose. All we have to do is put the jewels in the case and take the rowboat to the getaway ship." There's a general murmur of agreement, and you hear the clinking of the jewels being put into a case, and then the case being shut. The door opens, and you quickly duck back into the jungle. You can see three llamas striding out of the hut, two of them carrying a large steel case! There seems to be a bad leader llama, a stinking furry llama, and a nasty little llama. As you watch them and debate what to do, suddenly you hear a rapidly-growing clip-clopping noise and Sir Ponyheart bursts in! "Quake in your boots, traitors, for swift justice has arrived!" he says. The llamas chuckle and ready kung-fu fighting stances. Sir Ponyheart reaches for his trusty blade, but then hesitates. "Ah, well," he says, "it seems I have forgotten my sword. We'll have to resort to hoofticuffs!" he says, rushing at one of the llamas! [Press any key to continue.] [You can tell how hurt you are in the status bar at the top.] >save Ok. >l Clearing This rough oval clearing is open to the sky. A hastily constructed woven hut is standing in the middle. A few palm trees are standing around. A path cuts into the jungle to the south, and another narrower path leads away to the northwest. A chaotic battle is raging back and forth, and from your ambush point, you can see Sir Ponyheart fighting three llamas. Sir Ponyheart is completely outnumbered and outmatched, and try as he does, he can't stop the bad leader llama from whacking him. Sir Ponyheart courageously charges to attack the bad leader llama. "Take THIS, miscreant!" calls out Ponyheart as he charges forth in a knightly fashion at the bad leader llama. He flails around but hits nothing, and the llama steps back unhurt. >hit leader with coconut You spring out of your hiding place! There's no going back now! The stinking furry llama breaks off to fight you. You hurl the coconut at the bad leader llama! The bad leader llama catches his fall. You rear up and tower over the stinking furry llama, and he backs away. You follow up the advantage and press him hard, leaving him with no time to attack. The bad leader llama charges forward to attack Ponyheart, who sidesteps and almost trips! Somehow, he also manages to dodge the nasty little llama, but he's pressed, off-balance, and on the defensive. Sir Ponyheart chivalrously turns his attention to the nasty little llama. "Fall at my hand, enemy of the peace!" narrates Ponyheart. As he does so, the llama punches at him, and Ponyheart frantically dodges backward. >* catches his fall? That's not a verb I recognize. >attack nasty You dart forward and try to smack the nasty little llama, but he narrowly twists out of the way. You barely foil a counterattack and separate, circling around him. The stinking furry llama charges forward at you, but you sidestep and turn the tables! He whirls around and prepares to attack you again. The nasty little llama throws dirt in Ponyheart's face, then fiercely pummels him, throwing him off-balance; the bad leader llama exploits the advantage and thrashes him soundly! Sir Ponyheart launches a panicked assault, and manages to nail the nasty little llama even though he's not a great fighter. >attack nasty As you circle around each other, darting ineffective blows, you try to exploit the element of surprise and hit him! He sidesteps and smiles evilly. You punch at the stinking furry llama, and he punches back. You battle back and forth, but neither of you can hurt the other one. Sir Ponyheart raises a battle-cry of "For Meighsalot!" and charges at his two foes. The bad leader llama distracts his attention, and as Ponyheart gives chase across the clearing, the nasty little llama lines up a surprise attack and hits the knight! Sir Ponyheart nobly begins to do battle with the bad leader llama. Sir Ponyheart poses nobly and swipes at the bad leader llama with his hoof, missing by a mile. The llama chuckles at his incompetency. >attack bad leader You trip the bad leader llama, and as he stumbles, you beat him hard! He falls on the ground, but gets up; you haven't knocked him out yet. The stinking furry llama begins a huge attack, which you effortlessly dodge. As he hurtles forward, off-balance, you regain your position and brace yourself for another charge. The bad leader llama kicks the flagging Sir Ponyheart, sending him stumbling. The nasty little llama presses the attack and smashes him on the head. Sir Ponyheart teeters and falls, unconscious yet again. >attack bad leader You launch into a furious onslaught of blows, and you batter the bad leader llama back and forth as he steadily gives ground! Turning away from the limp form of Ponyheart, the two llamas that were beating him up turn away, evil grins on their faces, and charge at you instead! The three llamas charge at you, but you trick them and circle around to behind them! They exclaim in surprise as they blunder into the forest. When they return a few seconds later, you've already prepared an attack! >attack nasty You feint, dodge, twist, duck, leap, spin, and then smash him with a super-hard kick! The nasty little llama groans and staggers, stunned by your attack. All three llamas charge at you in tandem. You quickly dodge to the side, and two of them crash past you into the underbrush. However, the last one swerves and catches you on the head with a hard blow! You reel back, preparing your own next attack. >attack nasty The nasty little llama's strength is failing, and he makes an effort to attack you. You turn it back and counterattack, punching him hard! Finally, he crumples on the ground, knocked out cold. The stinking furry llama charges forward to attack, with the bad leader llama following close behind. You feint to the side, and the stinking furry llama misses you by a mile. You whirl around to defend yourself from the bad leader llama's furious attack, and you send him recoiling with a stunning punch that stops him from hitting. >attack leader As the bad leader llama gasps for breath, you charge forward and envelop him in a flurry of blows. He slowly loses balance and crashes to the ground, unconscious. You survey the scene. You grab a stick and smack the stinking furry llama with it, surprising him so much that he never even attacks. You throw the stick back into the jungle, and prepare for the next exchange. >attack (the stinking furry llama) You punch the stinking furry llama, then kick him, then punch him again! He almost slumps, stunned, but catches himself and puts up a defense again. As you prepare to attack him, the stinking furry llama tries to get in the first punch. You raise your hind hoof just in time to block it, and a crack rings out as the hooves meet. >g (the stinking furry llama) You spot an opening in the stinking furry llama's defense and pack all your power into a hard punch! He reels back, exclaiming in pain. The stinking furry llama launches into an onslaught and attacks again and again, but you block every one with a well-placed hoof. >g (the stinking furry llama) The stinking furry llama's reactions aren't fast enough to dodge a super-hard whack that sends him slamming on the ground, completely unconscious. As you pant and survey the situation, you notice one of the llamas - the leader - get up off the ground, pick up the case that was lying on the ground, and make a break for it down the northwestward path! There's only one way to go! >nw You cautiously proceed down the northwest path. It's dark and narrow but much shorter than the other one, and after just a few minutes, you come out onto another beach. A dock sticks out into the water, but only a rickety-looking old rowboat is moored there. A big pirate ship is anchored off-shore, just a few hundred yards from the beach! On its side is painted in big white letters "THE GETAWAY SHIP". You also notice a sleek-looking, sparkly, shiny red speedboat with two llamas in it, speeding up to the side of the getaway ship. Flame decorations along its side coil around swoopy cursive font that reads "Swift Justice". That explains how Ponyheart got here... The llamas pull up alongside the getaway ship and a rope ladder is thrown over the edge to them. As they climb up it, one of them casually tosses something over its shoulder. You realize that it's a stick of dynamite! There's an explosion and Sir Ponyheart's boat shatters and sinks. The llamas chuckle as they climb onto the deck and raise the anchor. You narrow your eyes and take off, speeding through the air after them and leaving a rainbow trail behind you... [Please press any key to continue.] PART 3 The Getaway Ship You swoop down toward the Getaway Ship, observing a number of llama deckhands pointing and gesturing at you. One draws a cutlass, another loads a gun and takes aim at you. You alight on the deck, adopting a defensive stance. Deck You are standing on the wooden planked deck of the Getaway Ship. The main mast rises majestically above you, and blue tropical waters surround you on both sides. You can ascend a rope ladder to the main mast rigging or descend through a dark and dingy hatch. Raised decks tower on both sides; you can go fore to the forecastle and aft to the poop deck. You scan the situation. The deckhand with the cutlass is a few feet from you on the deck, and another with an eyepatch and a switchblade is standing on the poop deck. The helmsman is on the forecastle, and the llama with the gun is quickly moving away from you on the deck. Far up in the crow's nest, a watchman llama with a spyglass is gazing down on you. A group of powder kegs is ringed around the mast here. Waves lap at the side of the rocking ship. >* unhurt again That's not a verb I recognize. >hit kehs You can't see any such thing. >hit kegs You hoof-strike one keg, punching a hole in the side. As powder begins to spill out on the deck, you hastily send that one rolling off the deck and into the sea. Gunpowder is volatile, but you'll need something more powerful than a punch to blow it up. The "Getaway Ship" lists to port slightly, and you shift your balance. >u You pull yourself up the rope ladder and into the rigging, shimmying dexterously along hanging ropes. Among the many ropes and ladders, one loose rope poised over the deck catches your eye. The eyepatch llama jumps up into the rigging, grabbing ropes and cross-bars. The gun-wielding llama takes a snap shot at you from on the deck! At the last moment before he pulls the trigger, you duck. The round lodges itself in the mast. >hit eyepatch "See what you can do about THAT!" you yell. You kick the deckhand with the eyepatch and the switchblade several times, knocking him off-balance. He falls down on the forecastle. You glance back and forth. The gun-wielding deckhand finishes reloading his gun. He looks up, tracking your progress and preparing to shoot! >swing on rope You grab the rope with both front hooves and kick off of the cross-bar! Swooping gloriously down to the deck, you leap free and kick the gun-wielding deckhand in the face, sending him flying off of the ship's deck and into the ocean! The rope itself gets tangled in another clump of rigging. >* fun That's not a verb I recognize. >l Deck You are standing on the wooden planked deck of the Getaway Ship. The main mast rises majestically above you, and blue tropical waters surround you on both sides. You can ascend a rope ladder to the main mast rigging or descend through a dark and dingy hatch. Raised decks tower on both sides; you can go fore to the forecastle and aft to the poop deck. A trace of black powder is lying on the deck. A group of powder kegs is ringed around the mast here. The sword-wielding deckhand is winding up for a swing on the deck, and the llama helmsman is nervously manning his post on the forecastle. The watchman llama is tracking you with a spyglass in the crow's nest. One unconscious llama is splayed in a heap on the ship. The llamas are coming at you fast - you'll need to act quickly. >d You break into action. You lower yourself carefully through the hatch and descend the remaining steps on the rickety ladder. The hold is dim and crowded. The midshipllama puts up his dukes. The midshipllama punches you in the face! You reel as the world spins around you for a few moments, but then you recover and prepare for a counterattack. >undo On the Getaway Ship [Previous turn undone.] >f That's not a verb I recognize. >fore You break into action. You jump onto the ladder and climb hurriedly up to the forecastle. A large capstan is here for raising and lowering the anchor, carelessly left unlocked. The llama helmsman glances backward and his eyes widen as he sees you charging. He raises one sharpened hoof to attack, but you bat it aside. >attack helmsman Aggressively, you advance on the helmsman llama, who takes a few steps back. The llama helmsman blocks the attack with a sharpened hoof. The watchman llama has been monitoring your progress with a spyglass. Once he sees that the other deckhands are being dispatched quickly, he puts away his glass and leaps down into the rigging to attack. The helmsman throws a punch at you. You easily block it. >g You lunge at the llama helmsman with lightning speed. You feint but redirect your punch to his furry head at the last moment. He collapses limply. The watchman llama jumps fore onto the forecastle. >attack watchman You dart a quick jab at the llama watchman, who stumbles backward. A razor-sharp hoof narrowly misses your face. Before the startled llama can react, you catch him with a right hook that sends him crashing down like a block of stone. You set a defensive stance. The midshipllama climbs upward onto the deck. >l Forecastle From your perch on the forecastle you can survey the tropical waters. Aft returns you to the deck, or you can scale the rigging in the fore of the ship. A large capstan is here for raising and lowering the anchor, carelessly left unlocked. The sword-wielding deckhand is gazing at you with narrowed eyes on the deck. You see that the midshipllama is preparing to block your attack on the deck. Three unconscious llamas are splayed in heaps around the ship. The llamas are coming at you fast - you'll need to act quickly. The ship sways, and water sprays over the deck. >turn capstan You break into action. It won't go any tighter! The ropes above you swing back and forth in the wind. >push capstan You give the capstan a hard kick. It creaks and slowly begins to rotate! It soon picks up speed and begins to whip around, and you hear the grinding of the chain as the anchor plummets into the water. Before long, the capstan stops girating - the anchor must have reached the depths. >undo On the Getaway Ship [Previous turn undone.] >z You glance about, taking in the situation. Launching himself up the ladder, the llama with the sword rushes onto the forecastle, ignoring the violent swaying of the ship. >push capstan You give the capstan a hard kick. It creaks and slowly begins to rotate! It soon picks up speed and begins to whip around, and you hear the grinding of the chain as the anchor plummets into the water. As the sword-wielding deckhand runs forward, you shove him aside - into the path of the whirring wheel! The impact knocks him away head over hooves and he splashes into the water. Before long, the capstan stops girating - the anchor must have reached the depths. >l Forecastle From your perch on the forecastle you can survey the tropical waters. Aft returns you to the deck, or you can scale the rigging in the fore of the ship. A large capstan is here for raising and lowering the anchor, carelessly left unlocked. You see that the midshipllama is preparing to block your attack on the deck. Three unconscious llamas are splayed in heaps around the ship. The llama is coming at you fast - you'll need to act quickly. >a That's not a verb I recognize. >aft You break into action. You slide down the ladder and land on the main deck, hooves whirling. The midshipllama squares his shoulders. The midshipllama aims for your face, but you dodge the flying hoof - just in time to feel a heavy thump in the stomach from his other hoof! You groan and step back. >undo On the Getaway Ship [Previous turn undone.] >aft You break into action. You slide down the ladder and land on the main deck, hooves whirling. The midshipllama grins at you confidently. The midshipllama punches you in the face! You reel as the world spins around you for a few moments, but then you recover and prepare for a counterattack. >undo On the Getaway Ship [Previous turn undone.] >z You break into action. You take a deep breath. The midshipllama climbs fore onto the forecastle. >aft You slide down the ladder and land on the main deck, hooves whirling. The midshipllama jumps downward onto the deck. >aft You quickly scramble aft, up the ladder and onto the poop deck. A group of heavy barrels is stacked on it, near the edge where it drops off to the deck. The ship rocks under you, swayed by a particularly big wave. One hoof automatically goes out to stop your fall, and you regain your balance. >push barrels You heave and push the top one off of the others! It crashes to the deck below, hurtling toward the sea! You send the other two rolling similarly. The midshipllama tries to duck out of the way, but it's too late. The barrels knock the hapless llama off the ship deck, smashing railings and then splashing in after him! [Press any key to continue.] You advance forward; no other llamas challenge you. You enter the captain's cabin, where one particularly large, mean-looking, smelly llama is there to fight you. "Who dares to challenge the Big, Bad Llama?" he asks, pulling out a sword, and you can: 1) Super Pony Smash him, or 2) declare "Anastasia the Power Pony!", or 3) say "None of your business!" petulantly, or 4) snarl "You'll soon feel my wrath, you villainous llama!" in an intimidating tone, or 5) exclaim "I'm Anastasia, the greatest heroine of the land!", or 6) stand there and say nothing, or 7) whap him as he stands there? Select 1, 2, 3, 4, 5, 6, or 7. >5 "And I'm the Big Bad Llama!" he says cheerily. "Nice to beat you!" You can: 1) Super Pony Smash him, or 2) punch him, or 3) do a Super Pony Dodge? Select 1, 2, or 3. >3 You whirl lightning-fast with a well-timed Super Pony Dodge, and he falls off-balance! You have the advantage, and you use it to: 1) Super Pony Smash that lugubrious, livid llama, or 2) try to distract him with a tapestry, or 3) punch him to end it once and for all? Select 1, 2, or 3. >2 You tear down a tapestry - Prince Charllamas the first - and throw it at him! He laughs and presses the attack - but gets tangled up in the tapestry and pitches forward. You catch his fall and send him crashing back through the window with a perfectly executed judo throw! You rush to the window just in time to see him rocketing upward in a trail of fire! He has a jetpack! "Until next time! Bwahahahaha!" he says as he corkscrews high up into the air! At the same moment, you notice the case containing the Crown Jewels lying on a nightstand nearby, and, in the distance, Sir Ponyheart making his way towards the ship in the old rowboat, working the oars as fast as he can! You'll have to decide either to: 1) grab the Jewels and run, or 2) follow the llama and leave the Jewels to Ponyheart? Select 1 or 2. >2 You fly up into the air, and the Big, Bad Llama casts a worried glance backward as you gain on him. Suddenly, he whips around and is heading straight for you, sword out! What do you do? 1) Super Pony Smash him as he hits you head-on, or 2) punch him at extremely high velocity, or 3) accelerate into a head-on collision? Select 1, 2, or 3. >2 You stretch out your hoof and whap him forcefully just as he is about to slash at you. He loses altitude before he regains control, looking dazed. You can: 1) Super Pony Smash him to end this aerial battle, or 2) hit him with your hoof, or 3) accelerate into a head-on collision? Select 1, 2, or 3. >1 Just as you're about to collide, you hit him with a Super Pony Smash. He looks only very, very, surprised as he tumbles down into the water with a tremendous splash! You have won! [Please press any key to continue.]Well, you have won, but you don't get the credit for it. Miraculously, Ponyheart did manage to get the Crown Jewels without being knocked out by anyone else, and there's an award ceremony for his "excellent service to our great nation". But of course, you don't want to hear about that, do you? (Say yes or no.) > yes Oh, you do? Well, of course, the royal family is there, and you are hiding in the crowd, pretending to be Bess. Everyone is splendidly dressed, and there is much ceremony. An organist pony is playing very stately and majestic music, and Sir Ponyheart is posing and looking self-satisfied as he receives the solid gold medal for "Exceptional Service in Dangerous Circumstances", which has his face carved on it. Even though you're not entirely happy, at least you have the satisfaction of knowing that you were the one who really saved Meighsalot once again... *** The End *** You won the kung-fu fight in the clearing, but Ponyheart was knocked out, earning you the rank of Kung-Fu Pony. You also won the battle on the Getaway Ship, and executed most of the action stunts, earning you the rank of Swashbuckler. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > undo In the Air [Previous turn undone.] >undo In the Air [Previous turn undone.] >undo On the Getaway Ship [Previous turn undone.] >l You can: 1) grab the Jewels and run, or 2) follow the llama and leave the Jewels to Ponyheart? Select 1 or 2. >1 You grab the case of Jewels and fly out the window, leaving the llama for another day. You can't help but wonder what evil deed he'll do next, though. [Please press any key to continue.]Well, you have won, but you couldn't figure out a way to get any credit without revealing your identity. You dropped off the Crown Jewels on the doorstep of the palace with a nametag saying "From: Anonymous hero", and you forgot to say heroine. So, of course, Ponyheart claimed the credit with great humility and courtesy, and there's an award ceremony for his "excellent service to our great nation". But of course, you don't want to hear about that, do you? (Say yes or no.) > yes Oh, you do? Well, of course, the royal family is there, and you are hiding in the crowd, pretending to be Bess. Everyone is splendidly dressed, and there is much ceremony. An organist pony is playing very stately and majestic music, and Sir Ponyheart is posing and looking self-satisfied as he receives the solid gold medal for "Exceptional Service in Dangerous Circumstances", which has his face carved on it. Even though you're not entirely happy, at least you have the satisfaction of knowing that you were the one who really saved Meighsalot once again... *** The End *** You won the kung-fu fight in the clearing, but Ponyheart was knocked out, earning you the rank of Kung-Fu Pony. You also won the battle on the Getaway Ship, and executed most of the action stunts, earning you the rank of Swashbuckler. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > * cute Please give one of the answers above. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? >