text: [Themes: Western]
  
  > look around
  North end of Main Street, on a fiery red stallion
  Now leaving the bustling metropolis of Tumbleweed Flats, pop. 59.
  The local stable is off to the northwest, just north of an empty field. To the east is the north end of the hotel, although it doesn't look like you'd be able to get by the stack of crates and barrels. A dusty road continues north out of town.
  Little Jimmy is here, looking sullen.
  Bobby is here, running in circles around Little Jimmy.
  Old Dan, the town drunk, is here, standing in place and swaying slightly.
  He has a quarter.
  
  Old Dan heads off to the south.
  
  > Ride south
  Main Street, on a fiery red stallion
  The name might be a bit of overkill--after all, Tumbleweed Flats is a town with only one street. The sun beats down from above, lighting up the dusty haze stretching the length of the street north and south of here. On either side are rows of weathered wooden buildings. Immediately to the west is Lucille's General Store; to the east is Grady's Saloon, Billiards, and Hotel.
  Old Dan, the town drunk, is here, standing in place and swaying slightly.
  He has a quarter.
  
  Old Dan heads off to the south.
  
  > Ride south
  South end of Main Street, on a fiery red stallion
  Standing here in the middle of Main Street, you are directly across from the Tumbleweed Flats Sheriff's Department, which is directly to the east. Not the safest place to hang out, perhaps, considering that the gallows are right on the other side of the street--and you might as well try and avoid that particular inevitability for as long as possible. Might be a better idea to head north, back up Main Street. Old Dan, the town drunk, is here, standing in place and swaying slightly.
  He has a quarter.
  
  > get quarter
  Taken.
  
  Old Dan heads off to the north.
  
  He gives you grouchy look as he goes.
  
  > Ride north
  Main Street, on a fiery red stallion
  The name might be a bit of overkill--after all, Tumbleweed Flats is a town with only one street. The sun beats down from above, lighting up the dusty haze stretching the length of the street north and south of here. On either side are rows of weathered wooden buildings. Immediately to the west is Lucille's General Store; to the east is Grady's Saloon, Billiards, and Hotel.
  Old Dan, the town drunk, is here, standing in place and swaying slightly. He gives you grouchy look.
  
  > check what you're carrying
  You are wearing your holster on your hip where it belongs. You are holding a whiskey bottle. Some of Grandma Grady's Wicked XXX is sloshing around inside the whiskey bottle. A scrap of cloth is stuffed in the mouth of the bottle. You are also carrying Roy's wallet, Roy's gun, a wooden plank, a trail kit, and a quarter. Tucked in your holster is your six-shooter.The trail kit contains a matchbook, a fork, a spoon, and some beef jerky.
  
  > put quarter in the wallet
  You put the quarter in Roy's wallet.
  
  Old Dan heads off to the east.
  
  He mutters something about cheap cowboys as he goes.
  
  > Ride north
  North end of Main Street, on a fiery red stallion
  Now leaving the bustling metropolis of Tumbleweed Flats, pop. 59.
  The local stable is off to the northwest, just north of an empty field. To the east is the north end of the hotel, although it doesn't look like you'd be able to get by the stack of crates and barrels. A dusty road continues north out of town.
  Little Jimmy is here, looking sullen.
  Bobby is here, jumping up and down in place.
  
  > Ride north
  Edge of town, on a fiery red stallion
  You can still see Tumbleweed Flats behind you where the road curves around from the south. A dead, rotted tree stands here, marking the memory of the last living thing between here and where the road disappears into the eastern distance.
  
  > Ride east
  Long and dusty road, on a fiery red stallion
  Brambles and cactuses all over the place. Some might call it the desert. Not all that lucky for you, seeing as you're wandering around in the middle of it.
  
  > Ride
  You'll have to specify a direction as well.
  
  > Ride east
  The red stallion gallops along without faltering, eating up the distance, Tumbleweed Flats disappearing far behind you.
  
  End of the road, on a fiery red stallion
  The dusty road stretches back to the west as far as the eye can see, and then some. A steep bank rises up to the southeast; you can't see what might be at the top of it.
  Sarah is here, sitting atop her beautiful Arabian horse.
  
  "I'm glad you made it," Sarah says as she climbs down from her horse.
  
  > Inventory
  You are wearing your holster on your hip where it belongs. You are holding a whiskey bottle. Some of Grandma Grady's Wicked XXX is sloshing around inside the whiskey bottle. A scrap of cloth is stuffed in the mouth of the bottle. You are also carrying Roy's wallet, Roy's gun, a wooden plank, and a trail kit. Tucked in your holster is your six-shooter.Inside the wallet is a quarter.The trail kit contains a matchbook, a fork, a spoon, and some beef jerky.
  
  > Light match
  You strike a match.
  
  > Light cloth
  You touch the match to the cloth, and it begins to burn.
  
  The match goes out. You drop it.
  
  > throw the bottle at the hay
  You wind up and toss the bottle with its burning fuse and payload of Grandma Grady's Wicked XXX at one of the haystacks, which catches fire with a WHOOSH and soon builds into a roaring blaze. Even from here, you can see Large Duane's eyes go wide as saucers when he catches sight of the haystack flaring up like a match head. He runs like a madman into the hayfield, stomping on patches of flaming grass and kicking dirt onto the fire.
  
  Sarah glares at you. "You are crazy, aren't you?"
  
  > go southeast
  Nestled between the house and the edge of the hayfield. There isn't much here except a window.
  
  Sarah follows after you.
  
  > look at the window
  Through the window you can see the inside of the house, as well as two men. One of the men seems to be holding the other hostage--the giveaway being the gun he's holding on him.
  
  "Uncle Bucky!" exclaims Sarah. Then her eyes narrow. "And that bastard Glen Heffer."
  
  > break the window
  Your attempt to break the window attracts the attention of Glen Heffer, Large Duane, and the rest of Heffer's hired guns, who corner you against the house and proceed to do away with you turkey-shoot-style.
  
  > Go upwards
  Nestled between the house and the edge of the hayfield. There isn't much here except a window.
  Sarah is here.
  
  > check your inventory
  You are wearing your holster on your hip where it belongs. You are also carrying Roy's wallet, Roy's gun, a wooden plank, and a trail kit. Tucked in your holster is your six-shooter.Inside the wallet is a quarter.The trail kit contains a matchbook, a fork, a spoon, and some beef jerky.
  
  > give the spoon to Sarah
  (taking the spoon first)
  Taken.
  
  Sarah politely refuses.
  
  > Go inside
  Try using the door around front.
  
  > Go northwest
  From the top of this incline, you can look back to see the dusty road stretching out of sight to the west. Over the crest of the hill, you can see the Heffer ranch house to the south--quite an impressive sight, to be honest. A hayfield opens up to the east.
  Large Duane is off to the east, trying to put out the burning
  haystack!
  
  Sarah follows you back out into the open.
  
  > Go south
  Nice building, no doubt the product of years of ill-gotten gains. Directly south of you is the front door, which is closed. You can backtrack to the top of the steep bank to the north, or go northeast into the hayfield.
  
  Sarah follows after you.
  
  > open the door
  Opened.
  
  > go south
  to call it. The front door is behind you to the north. The house opens up into the east wing to the east and the west wing to the west. (Mental note: you can hear voices coming from either wing). Going straight south will take you through to the living room, and it looks like the kitchen is off to the southwest--you can see pots, pans, and a cast-iron stove through the archway.
  
  Sarah walks quietly into the house after you.
  
  > Go east
  Walking east from the front entrance, you pass through Glen Heffer's game room, full of animals that made a stop at the taxidermist's on their way here from the wild. Lots of ivory, skins, furs--the marks of a big-game hunter. Also lots of weapons, which probably explains the preponderance in this room of guys with guns--Heffer's hired guns, to be exact--who sit around cleaning, reloading, and talking about cleaning and reloading and shooting.
  
  The hired guns look up as you come in; hell, they're as surprised as you are. But they quickly get over it and respond with the clicking of pistol hammers, the whoosh-clack of shotgun loading, and the KABLAM! of several pounds of hot lead being sent in your direction. (Next time you make a mental note, try to remember where you put it.)
  
  > go upwards
  to call it. The front door is behind you to the north. The house opens up into the east wing to the east and the west wing to the west. (Mental note: you can hear voices coming from either wing). Going straight south will take you through to the living room, and it looks like the kitchen is off to the southwest--you can see pots, pans, and a cast-iron stove through the archway.
  Sarah is here.
  
  > Go west
  This is the eating area of the kitchen to the south; from here you
  can go back to the front entrance to the east. This isn't the proper dining room, you guess, seeing as it doesn't seem quite fancy enough. Also seeing as it's currently populated by a host of less-than-immaculately-kept hired guns how are feasting on vittles consisting of tough grilled steak and lots of baked beans.
  
  The hired guns look up as you come in; hell, they're as surprised as you are. But they quickly get over it and respond with the clicking of pistol hammers, the whoosh-clack of shotgun loading, and the KABLAM! of several pounds of hot lead being sent in your direction. (Next time you make a mental note, try to remember where you put it.)
  
  > go to the south-west
  It's a kitchen large enough to prepare grub for the Heffer family and all Glen Heffer's hired help--what most people in Tumbleweed Flats call hired guns. (And you might want to count the Heffer ranch-house cook among your supporters. After all, you did lighten his workload by one.)  There's a big cast-iron stove over to one side, and a huge array of pots and pans and other dishes in various stages of use, being used, and getting ready to be used again. Walking north will take you straight into the west wing, while northeast leads back to the main entrance. South continues right on out the back door.
  
  "What are we doing in the kitchen?" Sarah asks, following you nonetheless.
  
  > look at the stove
  It's a massive, bulky, cast-iron number, taking up most of one corner of the kitchen.
  
  > look at the pots
  Your basic pots and pans. Although there are a lot of them. Time to start putting two and two together, partner. Lots and lots of folks get fed here. How many of them you think are going to be your friend?
  
  > Go south
  The back door and the kitchen door lead back into the house to the north and northwest, respectively. From here, you can look out over the steep bank you originally came up--almost a cliff, really--at the bottom of which are two horses: yours and Sarah's.
  
  Sarah follows after you.
  
  > jump
  You leap over the cliff and into the open air. Looking down, you can see your horse below you. You sight your target between your legs as you fall--
  
  --PLUNK! Right in the saddle.
  
  End of the road, on a fiery red stallion
  The dusty road stretches back to the west as far as the eye can see, and then some. A steep bank rises up to the southeast; you can't see what might be at the top of it.
  Sarah's Arabian is here, snacking contentedly on a small patch of grass.
  
  > go to the north
  The back door is locked.
  
  > go to the northwest
  (opening the kitchen door first)
  Opened.
  
  It's a kitchen large enough to prepare grub for the Heffer family and all Glen Heffer's hired help--what most people in Tumbleweed Flats call hired guns. (And you might want to count the Heffer ranch-house cook among your supporters. After all, you did lighten his workload by one.)  There's a big cast-iron stove over to one side, and a huge array of pots and pans and other dishes in various stages of use, being used, and getting ready to be used again. Walking north will take you straight into the west wing, while northeast leads back to the main entrance. South continues right on out the back door.
  
  Sarah walks quickly after you, protesting: "Shouldn't we be getting the heck out of here?"
  
  > Go northeast
  to call it. The front door is behind you to the north. The house opens up into the east wing to the east and the west wing to the west. (Mental note: you can hear voices coming from either wing). Going straight south will take you through to the living room, and it looks like the kitchen is off to the southwest--you can see pots, pans, and a cast-iron stove through the archway.
  
  Sarah follows you back to the front entrance. "Are you lost?" she asks.
  
  > go south
  A giant fireplace takes up most of the east wall. Typical
  living-room furniture and adornments decorate the room--although these are perhaps a little nicer than usual. The room opens up to the entrance hall to the north; going south will take you out the back door to the rear of the house.
  
  Sitting in a chair is an old man, cheerful despite the fact that his hands are tied with coarse rope. He's having the business end of a pistol brandished at him by another man--Glen Heffer, by his resemblance to the late Roy.
  
  Sarah comes into the living room after you and spies the bound man. "Uncle Bucky!" Then she sees Heffer, and snarls: "You withered old son of a bitch..."
  
  Heffer leaps to his feet and yanks Uncle Bucky roughly to his feet.
  The two of them make a break for the back door--Heffer running and towing a stumbling Bucky behind him. The door slams behind them.
  
  Sarah spins toward you. "Did you see that?" she asks.
  
  > No
  That was a rhetorical question. (Although you sound rather negative.)
  
  > Go south
  (opening the back door first)
  As soon as you open the door, you are greeted by a flash of light followed by a loud BANG a split-second later. As your knees buckle and your eyes close, the last thing you see is Glen Heffer's smoking pistol. A rule of thumb for the next life: Never open a door behind which is waiting someone who wants to kill you.
  
  > Go upwards
  A giant fireplace takes up most of the east wall. Typical
  living-room furniture and adornments decorate the room--although these are perhaps a little nicer than usual. The room opens up to the entrance hall to the north; going south will take you out the back door to the rear of the house.
  Sarah is here.
  
  > go south
  The back door and the kitchen door lead back into the house to the north and northwest, respectively. From here, you can look out over the steep bank you originally came up--almost a cliff, really--at the bottom of which are two horses: yours and Sarah's.
  Glen Heffer is here, alternately waving his pistol menacingly back
  and forth between you and Uncle Bucky, whom he's got by the collar.
  
  Sarah follows after you.
  
  Heffer levels the barrel of his gun betwixt your eyes.
  
  > shoot Glen with the roy's gun
  --miss! Your bullet comes close enough to rustle old Glen's hair, but it misses just the same. Unluckily for you, Glen himself is unruffled enough to return the favor and send some lead in your direction. Three shots.
  
  But he misses, too.
  
  Glen's bullets send you dancing out of the way, almost diving into the dirt. And then Sarah lifts up her pistol and cleanly puts Glen Heffer away. His body hits the ground with a thud. Uncle Bucky is still standing there, hands bound, face white, and eyes wide. "Sarah, honey..." he says.
  
  Sarah turns to look at you. "Now what?" she asks. "Are you going to get us out of here?"
  
  > Ride W
  The red stallion gallops along, and before too long delivers you safely to the west end of the long, dusty road.
  
  Edge of town, on a fiery red stallion
  You can still see Tumbleweed Flats behind you where the road curves around from the south. A dead, rotted tree stands here, marking the memory of the last living thing between here and where the road disappears into the eastern distance.
  
  > Ride east
  The red stallion gallops along without faltering, eating up the distance, Tumbleweed Flats disappearing far behind you.
  
  End of the road, on a fiery red stallion
  The dusty road stretches back to the west as far as the eye can see, and then some. A steep bank rises up to the southeast; you can't see what might be at the top of it.
  Sarah's Arabian is here, snacking contentedly on a small patch of grass.
  
  > Go southeast
  From the top of this incline, you can look back to see the dusty road stretching out of sight to the west. Over the crest of the hill, you can see the Heffer ranch house to the south--quite an impressive sight, to be honest. A hayfield opens up to the east.
  Standing guarding the front of the house is Glen Heffer's
  mean-looking henchman Large Duane. Lucky for you he can't see you.
  
  > go south
  Nice building, no doubt the product of years of ill-gotten gains. Directly south of you is the front door, which is open wide. You can backtrack to the top of the steep bank to the north, or go northeast into the hayfield.
  Large Duane is here, looking large and mean.
  
  Large Duane looks up as you come near. His eyes narrow, and he quickly draws his gun and sends you off to Cowboy Heaven. What the hell were you thinking, stomping on up to him like that? Doesn't matter.
  
  > examine Glen
  You peer long and hard at old man Heffer's body, but he doesn't move. Not even a twitch. Definitely dead.
  
  > look at Bucky
  A short, rather rotund little fella, with a big ole straw hat on his noggin. He tends to look around with sort of a stunned look on his face. That and a big smile--the kind that just says: "Howdy!" His hands are bound behind his back by some coarse rope.
  
  > check your inventory
  You are wearing your holster on your hip where it belongs. You are also carrying Roy's wallet, Roy's gun, a wooden plank, a trail kit, and a spoon. Tucked in your holster is your six-shooter.Inside the wallet is a quarter.The trail kit contains a matchbook, a fork, and some beef jerky.
  
  > cut the rope with the spoon
  A destructive and somewhat less than completely useful course of action.