text: [Themes: Western, western]
  
  > look around
  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.
  
  Roy Heffer is standing in front of you, his right hand dangling over his holster, fingers twitching nervously. Somewhere in the distance, someone strums an out-of-tune Spanish guitar.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > shoot yourself
  If you were prone to that sort of thing, you would've done that a long time ago. It's not like desperation is new to you or anything.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > drop the gun
  Dropped.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > talk to Roy
  Would seem the time for talking is long past.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > shoot general Store
  You pull the trigger, and put a bullethole in Lucille's General Store.
  
  Roy Heffer looks at you like you're out of your gourd.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > look
  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.
  Roy Heffer's rapidly cooling body is here.
  
  Old Dan arrives from the south.
  
  (Old Dan has to make an effort to swagger around Roy's body.)
  
  > check your inventory
  You are wearing your holster on your hip where it belongs. You are also carrying a skeleton key and your six-shooter.
  
  A crowd starts to gather around you and the corpse.
  
  Little Jimmy comes running past you from the north. He stops for a second, looks at Roy's stiff, and raises his eyebrows. "Oooh. Dead guy."
  
  > examine the saloon
  The sign over the door originally just said "Grady's Saloon", but since then "Billiards" and "Hotel" have been added.
  
  Bobby comes running after Little Jimmy.
  
  More people come out onto the street to see what happened. They see the body. Some of them point at you and begin talking to each other in low voices.
  
  Little Jimmy goes running off to the south.
  
  > Yes
  That was a rhetorical question. (Although you sound rather positive.)
  
  > draw
  You pull your six-shooter out of your holster.
  
  > Shoot sign
  You pull the trigger, and put a bullethole in Grady's Saloon, Billiards, and Hotel.
  
  Roy Heffer looks at you like you're out of your gourd.
  
  Roy draws his six-shooter, yanking it from its holster and raising it toward you...
  
  > throw the gun at Roy
  You ultimately decide that throwing your six-shooter at Roy Heffer isn't such a great idea.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > open the gun
  You crack it open. It's empty.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > get south
  You can't take that.
  
  Roy draws his six-shooter, yanking it from its holster and raising it toward you...
  
  > shoot the guitar
  You can't do that with the Spanish guitar music.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > listen to the music
  It's faint, but you can make out the theme to 'The Good, the Bad, and the Ugly' fairly clearly.
  
  Roy pulls the trigger. Catches you square in the chest. Ouch--that smarts! Not to mention the fact that it kills you.
  
  > examine the corpse
  Dead as a doornail, as they say. In a few minutes he'll be too stiff to move. Roy's gun is lying in the dirt where he dropped it when you shot him.
  
  Old Dan arrives from the south.
  
  (Old Dan has to make an effort to swagger around Roy's body.)
  
  > get all from the corpse
  Nothing to get.
  
  > look at the corpse
  You don't see that.
  
  Dead as a doornail, as they say. In a few minutes he'll be too stiff to move. Roy's gun is lying in the dirt where he dropped it when you shot him.
  
  > search roy
  Roy wasn't exactly a tiny guy. You're not having the best of luck moving him.
  
  A crowd starts to gather around you and the corpse.
  
  > look under Roy
  Roy wasn't exactly a tiny guy. You're not having the best of luck moving him.
  
  More people come out onto the street to see what happened. They see the body. Some of them point at you and begin talking to each other in low voices.
  
  Little Jimmy comes running past you from the north. He stops for a second, looks at Roy's stiff, and raises his eyebrows. "Oooh. Dead guy."
  
  > move roy
  Roy wasn't exactly a tiny guy. You're not having the best of luck moving him.
  
  Bobby comes running after Little Jimmy.
  
  You hear someone saying to you: "Look, partner. I dunno what your beef with ole Roy here was, but you best be getting outta here before the Sheriff shows up."
  
  Little Jimmy goes running off to the south.
  
  > Search corpse
  Roy wasn't exactly a tiny guy. You're not having the best of luck moving him.
  
  Little Jimmy comes running past you from the south. He stops for a second, looks at Roy's stiff, and raises his eyebrows. "Oooh. Dead guy."
  
  Old Dan arrives from the east.
  
  (Old Dan has to make an effort to swagger around Roy's body.)
  
  > ask Dan about Roy
  "Once in a while Roy'd buy me drink or something. Didja have to go and kill him, of all people?"
  
  Bobby comes running after Little Jimmy.
  
  Little Jimmy goes running off to the north.
  
  > get the roy's gun
  Taken.
  
  Bobby chases off after Little Jimmy.
  
  Old Dan heads off to the west.
  
  > shoot Dan with it
  (Assuming you mean Roy's gun.)
  Old Dan isn't here.
  
  > shoot bobby
  What sort of lowlife are you, exactly?
  
  Bobby chases off after Little Jimmy.
  
  Old Dan heads off to the west.
  
  > move roy
  Old Dan helps you heft Roy's body a foot or two to one side.
  
  Roy must've dropped his wallet in the dust when you plugged him. You take it. (What the hell--you already killed the guy.)  Old Dan looks at you expectantly.
  
  Bobby chases off after Little Jimmy.
  
  > get all
  Roy Heffer's body: Only if you want to be spotted carting a dead body around town. Not recommended.
  gathering crowd: You can't take that.
  Roy's gun: Taken.
  Old Dan: Old Dan probably wouldn't be too big on that idea.
  
  > go east
  Grady's Saloon, Billiards, and Hotel
  Sunlight glares in through the swinging saloonesque doors, only to be swallowed up by the murkiness inside. Tables and chairs, barstools along the long counter, and a room-length mirror behind the bar. There's a horseshoe tacked to the wall, too. Stairs go up to the hotel rooms on the second floor. The billiards room, such as it is, is in the northwest corner.
  Grady is behind the bar.
  
  Grady studies you as you come in. "Plannin' on paying your bill anytime soon?"
  
  > examine the wallet
  Calfskin. Nice. Monogrammed with "R.H." It's closed.
  
  > open it
  (Assuming you mean Roy's wallet.)
  Opened.
  
  Inside the wallet are a quarter and a dollar bill.
  
  > give the bill to Grady
  (taking the dollar bill first)
  Taken.
  
  Grady refuses. "You come back with some real money, 'fores I boot your dusty butt outta here."
  
  > look at dollar
  Good old legal tender, emblazoned with the seal of the Union.
  
  You watch under the swinging doors as several sets of boots show up. The Sheriff's deputies have come looking for you.
  
  > Go west
  The room door is locked.
  
  > unlock door
  (with the skeleton key)
  Unlocked.
  
  > Go west
  As you open the door, it bangs against an empty whiskey bottle that had rolled against it. The bottle skitters away into the corner of the room.
  
  Not too fancy, but then you get what you pay for. A bed with a mattress that was, as you vaguely remember it, rather wooden. A wash basin and mirror along one wall. Curtains closed, covering the single small window.
  Looks like someone slipped a piece of paper under the door while you were out.
  In the corner of the room is a whiskey bottle, empty and discarded.
  
  > get the sheet and the bottle and the note
  bedsheet: Taken.
  whiskey bottle: Taken.
  handwritten note: Taken.
  
  > climb the sheet
  Opened. Through the closed window you can just peek around the corner of the hotel enough to see Main Street below. You see a gang of deputies waiting in front of the saloon--waiting for you, that is.
  
  Opened.
  
  You tie the bedsheet to the drainpipe.
  
  As you climb down the bedsheet, it starts to rip. One small piece of cloth tears away and flutters down below you.
  
  Running along the north side of Grady's--the old wall of the building is directly behind you. Grady's storage shed is just to the north, and Main Street is back out to the west. You're well hidden by a stack of old, sun-bleached wooden barrels. Overhead, you can see your bedsheet, flapping in the wind from where it's still attached to the drainpipe.
  The small piece of cloth from the bedsheet is lying on the ground.
  
  > get the plank
  Taken.
  
  It's attached to the side of the saloon.
  
  > get it
  (Assuming you mean the wooden plank.)
  Taken.
  
  > go southeast
  In the dim light from the alleyway, you can make out the outlines of several shelves of crates and bottles, as well as a heavy door which--you guess--leads out into the billiards room. Sitting in the shadows in the corner is a big wooden keg.
  
  > fill the bottle
  You fill the bottle with Grandma Grady's Wicked XXX.
  
  > Go northwest
  You can squeeze through an opening between two boards in the side of the saloon.
  
  > Go west
  You find a foothold on the stack of barrels and clamber over.
  
  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.
  To the south, you can see a gang of deputies lounging around outside Grady's Saloon--presumably waiting for you.
  Little Jimmy is here, cheerfully chomping on some sticky taffy.
  
  Bobby comes running after Little Jimmy.
  
  > get the taffy
  Little Jimmy bawls as you grab his candy. "Give me back my taffy! Gimme gimme!" he hollers as he stamps his feet.
  
  > go to the north-west
  (opening the heavy stable door first)
  With a grunt, you heave the stable door open.
  
  Smells musty, just like every other stable you've ever been in.
  There's a meager half-light drifting down from a window in the loft overhead, and the stable door leads back out onto Main Street to the southeast. If anybody in this town owned a horse, this is where they'd keep it.
  The gate to one of the stalls to the north is closed.
  
  > wait
  Time passes...
  
  A woman slips into the stable behind you. She stands off to the side, almost in the shadows, regarding you warily. She looks vaguely familiar.
  
  The woman seems relieved. "Good. I wasn't sure if you'd actually come," she says.
  
  She goes to the stable door and looks outside, making sure that the two of you are alone before she closes it.
  
  Do you want to keep waiting (YES or NO)?
  
  > ask Sarah about Sarah
  The strangely familiar woman would probably rather not talk about herself.
  
  "That must mean you remember what I told you last night in Grady's, right? About Glen Heffer? I mean before his bastard son showed up and started causing trouble."
  
  That's when it hits you: this is the woman for whose honor--directly or indirectly--you ended up in a gunfight this morning. Sarah or Sandra or Samantha or something like that. Sarah. That's right: Sarah. Whew. Nice memory on you.
  
  > ask Sarah about Glen
  "I guess he can add kidnapper and blackmailer to his list of accomplishments, right after thief, murderer, and son-of-a-bitch."
  
  > ask Sarah about yourself
  Hopefully you know as much as anyone.
  
  Sarah looks at you skeptically again. "Okay. Here's what you have to do," she says. "You have a horse, right? I mean, I'm assuming you do. If you don't, you'll have to get yourself one. I guess I just figure any cowboy worth his weight in dust has a horse. You know the road going east just north of town? Ride east, all the way to the end. You'll know when you're there because you'll find me waiting for you."
  
  > ask Sarah about Roy
  "Last night in Grady's? Last night Roy knew exactly what I was talking about, about Uncle Bucky. Today? Well, today I'm glad you shot him."
  
  Sarah's face softens a little, and some of her tough facade fades away.
  
  "Look, I don't know if you're a hero or just not very smart or what.
  It was more than enough that you stood up for me against Roy. Now this. It's probably more than I can ask, but...thank you."
  
  > go southeast
  Little Jimmy is here, looking sullen.
  Bobby is here.
  
  > pull the weeds
  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.
  To the south, you can see a gang of deputies lounging around outside Grady's Saloon--presumably waiting for you.
  Little Jimmy is here, looking sullen.
  Bobby is here, jumping up and down in place.
  Old Dan, the town drunk, is here, standing in place and swaying slightly. He gives you grouchy look.
  
  Standing where you are, in the middle of a thicket of weeds, you're faced by a wall of impenetrable brush to the north. Just to the right of the trees, to the northeast, is the entrance the local stable. Back east is Main Street.
  
  Pulling the thicket of weeds doesn't get you anywhere.
  
  > go to the east
  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.
  To the south, you can see a gang of deputies lounging around outside Grady's Saloon--presumably waiting for you.
  Little Jimmy is here, looking sullen.
  Bobby is here, running in circles around Little Jimmy.
  
  > give the clover
  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.
  
  As you arrive, the deputies jump up from where they've been waiting for you, grab you, and push you to the ground. They quickly shackle your hands before hauling you back to your feet. Time to go see the Sheriff...
  
  ...and the gallows.
  
  The game has ended. Do you want to (R)ESTART, R(E)STORE a saved game, (U)NDO your last turn, or (Q)UIT?