text: [Themes: Western]
  
  > Go down
  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.
  You catch glimpses of boots underneath the swinging doors, walking
  back and forth outside the saloon--the Sheriff's deputies, presumably waiting for you.
  Grady is behind the bar.
  
  > look at the horseshoe
  Your basic lucky-charm horseshoe.
  
  > ask Grady about the shed
  "What? The shed is locked. What about it? Leave me alone. What have you ever done for me?"
  
  Old Dan arrives from the west.
  
  Grady looks up from behind the bar as Old Dan wanders in. "Out!" he says, pointing toward the door.
  
  > take horseshoe
  You can't take that.
  
  Old Dan heads off to the west.
  
  > ask Grady about the horseshoe
  "Hasn't done me much good. Need a new lucky charm."
  
  Old Dan heads off to the west.
  
  > ask Grady about lucky charm
  "Hasn't done me much good. Need a new lucky charm."
  
  Grady leafs through the hotel ledger.
  
  > go to the north-west
  One measly pool table comprises the billiards room. That and a
  heavily locked door behind which Grady stashes his liquor. Southeast takes you back out into the saloon.
  
  > take the ball
  You should probably be doing something else rather than messing around with the billiards equipment.
  
  > examine the door
  The locked door looks just like you would expect.
  
  > examine table
  Not a very fine specimen of the billiards world. One of the four legs is shorter than the other three, giving the balls a tendency to roll into the bottom right pocket.
  
  > examine the bottom right pocket
  The pool table pocket looks just like you would expect.
  
  > search it
  (Assuming you mean the pool table pocket.)
  You don't find anything.
  
  > look in it
  (Assuming you mean the pool table pocket.)
  The pool table pocket is empty.
  
  > unlock door
  The door is locked up as tight as anything you've ever seen. There's no way in hell you're ever going to get it open.
  
  > shoot door
  You pull the trigger, and--CLICK. Your six-shooter is empty.
  
  > examine the roy's gun
  A six-shooter like yours, but a lot nicer, to be honest. While you paid about three bucks for yours, old Roy here--rest his soul, and all that--must've dropped at least ten. Maybe even fifteen.
  
  > shoot the door with the roy's gun
  You put a bullet in the door. From the next room you hear Grady holler: "What the Jesus are you doing in there?"
  
  > Go southeast
  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 leafs through the hotel ledger.
  
  > ask Grady for the key
  Which key do you mean, the skeleton key or the shed key?
  
  > ask Grady for the shed key
  "What? The shed is locked. What about it? Leave me alone. What have you ever done for me?"
  
  > climb the sheet
  Rooms on all sides of the landing--their doors closed and probably locked. The stairs go back downstairs to the saloon.
  
  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 open, revealing the single small window and Main Street below.
  Through the open curtains, you can see your bedsheet fluttering from where it is tied to the drainpipe outside.
  
  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.
  
  > 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.
  Old Dan, the town drunk, is here, standing in place and swaying slightly.
  
  Old Dan heads off to the south.
  
  > go south
  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.
  
  Old Dan heads off to the south.
  
  > Go south
  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.
  
  > go to the south
  Going south from here will get you nowhere. You really don't need any more of that then you've already got.
  
  > go east
  Cramped quarters, actually. Barely room enough for the sheriff's
  desk and a jail cell in the corner.
  Sheriff Argyle is sitting behind his desk, munching on a sandwich and reading "Strange Western Lawkeeper Tales".
  
  Argyle's eyes bulge out of his head as you stroll in. He drops his sandwich. "Jumpin' Jehosophat! I mean...well, I mean, aren't you the guy who shot Roy Heffer?"
  
  > ask Argyle about the horse
  The Sheriff eyes you warily. "Look, I'm not exactly sure what you're hoping to find out here. This have anything to do with why you smoked Roy?"
  
  > shoot Argyle
  You pull the trigger, and--CLICK. Your six-shooter is empty.
  
  > shoot Argyle with roy's gun
  You pull the trigger and shoot Sheriff Argyle. He falls to the ground, twitches a couple of times, then lies there, getting cold.
  
  > look at the corpse
  One dead sheriff.
  
  > ask Dan about the liquor
  "I just don't know anything about that, cowboy. How's about buying me a drink anyway?"
  
  > go to the west
  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.
  
  More clutter than any person in their right mind would know what to
  do with. Luckily Lucille has the right idea: put it all on shelves and call it a General Store. Among other things, the shelves contain a box of bullets (one dollar), a box of shotgun shells (three dollars), an empty taffy box, a trail kit (one dollar), and a pick-axe (five dollars).
  Lucille herself is standing behind the counter.
  
  > look at kit
  A label reads: "Everything you need to be prepared. If you don't get yourself one of these here kits, you're not prepared. If you're not prepared, you're dead, buddy. Get it?" The hard sell, you might say.
  
  > ask Lucille about the kit
  "What, that thing? Piece of crap is what it is. Don't even know why I've got it. But I ain't giving it away, if that's what you're thinking."
  
  > buy the kit
  With what? You're broke, cowboy.
  
  > examine the taffy
  The sticky taffy looks just like you would expect.
  
  > give the bottle
  Try giving something to someone in particular.
  
  > give the bottle to Lucille
  Lucille politely refuses.
  
  Old Dan arrives from the east.
  
  Lucille rolls her eyes as Dan comes in. "What do you want now, old timer?" she asks.
  
  > show the roy's gun to Lucille
  Lucille doesn't seem too interested in Roy's gun.
  
  Old Dan heads off to the east.