text: You yank the loose end of Riker's bandage and it gives a bit. Riker recoils in pain, giving you the chance to put some distance between the two of you.
  
  You are now holding the end of Riker's bandage.
  
  It stretches out across the bar, still connected to his arm.
  
  "Hey!" He shouts, "Give that back!!"
  
  What will you do?
  
  > taunt Riker and run
  "Oh," you say, dangling your end of the bandage tauntingly, "You mean this old thing?"
  
  Riker runs at you in a fury, not even caring that he is still connected to you.
  
  The two of you sprint around the bar. You make sure to get the bandage tangled around small tables, chairs, and shelves.
  
  Finally, you are too winded to run anymore.
  
  Riker corners you.
  
  "LET'S FINISH THIS, PIPSQUEAK!!" he screams, showering you with spit.
  
  He raises his knife high into the air........
  
  > tie the loose end of the bandage around a sturdy table
  Riker swings his arm--
  
  --Forgetting that his arm is now tangled across the entire bar.
  
  As he lunges at you, the bandage becomes taut, and he is yanked backwards by the force of his own inertia. He goes down hard, clocking his head against the hard wooden floor.
  
  You stand over his unconscious body, looking down at him.
  
  He's out cold.
  
  "Order up," you say, quietly.
  
  Everyone in the bar is confused for a moment, then they all burst into cheers.
  
  "Riker sucks!" Somebody yells.
  
  You grin as everyone cheers for you, even Morgan, who is only mildly upset that a good portion of his bar was destroyed in the brawl.
  
  "Go ahead and keep that key," Morgan says, "I'd say you've more than earned it."
  
  Everyone gives you high fives on your way through the doors.
  
  As you exit the bar into the dying twilight, it is with the proud knowledge that you have fought well.
  
  And yet--your true fight has not even begun.
  
  > prepare yourself
  You finally have a key that will open the Northern Gate.
  
  There's no time to delay. You've promised to avenge your village, and avenge it you shall.
  
  You know that the ones who destroyed your town--the goblins, and their leaders--are all camped just beyond the Northern Gate.
  
  It might be suicide to try to face them alone, but you know you have no choice.
  
  If you don't assassinate their leader tonight, they will surely regroup and finish the job of destroying Lyestra tomorrow.
  
  You steel your courage, and then head towards the Northern Gate to face Joad.
  
  > To the Northern Gate!
  You grip the key firmly in your hand, and approach the Northern Gate, just as the sun sets over the horizon.
  
  Joad is leaning against the wall, and watches you coolly as you approach.
  
  "Well?" he asks.
  
  You hold up the key. Joad nods.
  
  "Well, well," he acquiesces, "looks like you got one, after all."
  
  Joad takes the key from you and slides it into the heavy iron padlock that keeps the gate seal.
  
  With a K-THUNK, the padlock falls away, and the chains loosen. Joad tugs on the chains as he speaks.
  
  "I don't know who you convinced to give you that key," Joad says, "But I'm going to tell you the truth."
  
  The chains fall away, and the wrought iron Northern Gate swings open with an ominous creeeeak.
  
  Joad points out, through the Gate.
  
  "Out there," he says, "Out there is the northern hill country. We know that the goblins are camped out in a huge horde out there, somewhere in the hills. Figure their leader is out there, too. They've been quiet since the morning, so they must be biding their time for something. None of us are dumb enough to think they've had their fill of destruction."
  
  Joad suddenly grabs your arm, as though he's pulling you back from the brink of a cliff.
  
  "Are you really planning on going out there alone?" he asks, "I want you to know. It's suicide."
  
  "What choice do we have?" you ask, "With the exception of you, me, and three or four guards, everyone else who could defend this town is dead. And like you said, it's suicide. I'm not putting anyone else in danger. Maybe it's futile. Maybe not. But either I go out there and fight, or I wait here to be killed. And I choose to fight."
  
  Joad releases your arm, and you can see something like a glimmer of admiration in his eyes.
  
  "Well, I'll never let it be said that Arakhan of Lyestra was a coward." He chuckles. "An idiot, maybe. But not a coward."
  
  "Goodbye, Joad," you say.
  
  "Goodbye, Arakhan," he says, "Until we meet again."
  
  > exit through the Northern Gate
  Alright. This is it. Everything you've done up to this point has led up to this moment.
  
  The sun has set, blanketing the hill country in a cover of darkness.
  
  The clouds are thick in the sky, blocking the stars. You're thankful for small favors.
  
  Even though the sun has only just set, nearly everything is in pitch darkness. You can make out the shapes of the hills before you. The ground curves up and down. Wind whips the grass at your feet. Everything feels ominous.
  
  This is crazy, you think to yourself, Absolutely insane.
  
  You shake yourself out of it, pulling your thoughts together. You go over your plan, crude as it is.
  
  First, you'll sneak your way through the tall grass, and through the northern hills. Goblins are loud, clumsy, and messy, making them incredibly easy to track, particularly for someone as skilled in tracking as yourself.
  
  You figure you'll be able to find their encampment quite easily.
  
  Once you've found their base, you'll be able to figure out more. And then you'll wait, hidden, outside their encampment. They may be a large force, but you've played and lived in these hills since you were a little boy. You know all the hiding places that they would never find.
  
  And then you'll wait, hidden outside their encampment, as long as it takes--all night, if need be--until their leader shows his miserable face.
  
  And then you'll put an arrow right into his heart.
  
  It's a crude plan. You'll die, of course---but your one hope is that without leadership, the goblins will fall apart and leave Lyestra alone.
  
  Alright. Time to go.
  
  > crawl through the grass towards the goblin camp
  You crawl stealthily through the hills.
  
  Wind whips through the tall grass.
  
  You can see the glimmer of torchlight to the north. Could it be the goblin camp?
  
  You'll have to decide on a plan of action.
  
  > go North, towards the torches
  You crawl through the thick grass and reach the entrance of the camp!
  
  There is a crude, makeshift wall surrounding the encampment. It was clearly built in a day, from mud and packed stone. Goblins are fast workers, even if they are sloppy.
  
  At the entrance of the camp, there is a gap in the wall, an entryway that leads to and from the inner camp.
  
  And through that opening, you can see details of the camp itself. Dozens of goblins mill about, sharpening weapons and grunting in their weird goblin language.
  
  In the center of the camp, there is a stone chair. A blue-skinned man sits on the chair, examining his nails smugly. He wears a long, flowing cape.
  
  Guarding the entryway are two goblin sentries. They're both small, about three feet, armed with spears and wearing rusty helmets and cheap armor.
  
  You might be able to take them on....but without raising the alarm?
  
  > shoot an arrow at one of the goblins
  You swiftly raise your crossbow, and fire a bolt at one of the goblins!
  
  The bolt pierces him in the neck, and he goes down with a gurgle.
  
  "GNGHHHGHRG GHRHG!!" The other goblin shouts. "INTRUDER!! TO ARMS!!"
  
  You try to run, but you've given your position away. You're overwhelmed by goblins in seconds.
  
  And they don't take you prisoner.
  
  > Have died.
  Sadly, you have died.
  
  However, this is not the end! It can't be the end!
  
  Try again! You must avenge your village. If you don't, who will?
  
  You have reached a save point.
  
  You may either restart from the beginning, or from the beginning of the suicide mission.