- I can see it in him, you will too. You can go now.
[[Continue]]- So your eyes haven't opened yet. You can go now.
[[Continue]]- So your eyes are open. You can go now.
[[Continue]]- I'm ready to leave here.
Francisco joins the group.
[[Leave the house]]
<<if $pistol is 2 and $powder is 1>>[[Reload the pistol]]<</if>>
<<set $francisco to 1>>
<<set $group to 1>>Francisco joins the group.
<<if $maria is 1>>Maria didn't like the way you spoke to the boy.<</if>>
[[Leave the house]]
<<if $pistol is 2 and $powder is 1>>[[Reload the pistol]]<</if>>
<<set $francisco to 1>>
<<set $group to 1>>- It's me, what do you want?
[[- Come quickly and don't make noise]]
[[- I'm from Quilombo, Ganga Zumba sent for you]]When you open the door, you see a boy of about fifteen, slight but with an imposing air. He doesn't seem surprised, and asks:
- What do you want?
[[- Are you Francisco?]]
<<set $francisco to 0>>This room has a bed and a heavy chest. The room has a window facing a thicket.
[[Leave the room|Follow the corridor]]
[[Examine the chest]]
<<if $window is 0>>[[Examine window]]<</if>>This is the priest's room. <<if $alarm >1>>He was sleeping and wakes up scared when you enter:
- What? Who are you? What do you want?
[[Try to convince the priest]]
[[Intimidate the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<<set $priestsleeps to 0>>
<<else>>He appears to be sleeping.
[[Wake up the priest]]
[[Leave the room|Follow the corridor]]
<<if $pistol > 0>>[[Shoot the priest while he sleeps]]<</if>>
<</if>>The church door is locked with a bolt, it is difficult to break it down.
[[Turn around and look for the priest's house]]
<<if $group > 0 and $vigil is "">>[[Choose who will be on watch]]<</if>>
<<set $alarm +=1>>
<<audio "port" play>><<if $group is 0>>You unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with the mission|Go it alone]]<<else>>You unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with mission|Follow group]]<</if>>
<<set $hoes to $n1>>
<<set $hammers to $n2>>
<<set $corn to 0>>
<<set $beans to 0>>Ganga Zona accompanies the group to a porch, where he offers equipment, supplies, and a donkey to carry the food. He gives each of them a hard leather laudel to wear and a sharp machete.
You have been chosen to lead the donkey, which is loaded with corn and beans, stored in two baskets. The group must leave immediately.
[[Head to the village]]
[[Talk to Maria]]
[[Talk to Tonho]]
[[Talk to Simião]]
<<set $group to 1>>\
<<set $maria to 1>>\
<<set $tonho to 1>>\
<<set $simião to 1>>\
<<set $donkey to 1>>\
<<set $corn to 1>>\
<<set $beans to 1>>\You wake up, a little confused, and it takes you a while to understand what is happening. You are in the shaman's hut, who is apparently singing to you. He continues with this kind of healing ritual for a while, while you recover. A very old woman is at your side, smiling at you and cleaning your wound with a leaf soaked in some kind of oil.
[[Ask where I am]]
[[Ask about the injury]]
<<if $group is 1>>[[Ask about others]]<<else>>\<</if>>
[[Leave the hut]]
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $wound to "">>\The priest wakes up scared and asks:
- What? Who are you? What do you want?
[[Try to convince the priest]]
[[Intimidate the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<<set $priestsleeps to 0>>You wake up the rest of the group in time to prepare for the attack. Tonho climbs a nearby tree and lies in wait. When they approach the donkey, Tonho jumps on the leader, knocking his pistol to the ground. You, Maria and Simião go after the others. No one is hurt, the thieves run away, but leave the pistol behind.
Tonho picks up the gun from the floor and says:
- Since we don't have gunpowder, it's only enough for one shot, but it's worth saving.
[[Go to Porto Calvo]]
<<set $pistol to 1>>\
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $wound is "" or random (1,10) >5>>You grab Maria and help her run.
[[Enter the thicket]]
[[Keep running]]
<<set $escape +=1>>
<<else>>You try to help Maria run, but since you yourself are injured, you can't. The foremen catch up to you, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<</if>><<if $wound is "" or random (1,10) >5>>You grab Tonho and help him run.
[[Enter the thicket]]
[[Keep running]]
<<set $escape +=1>>
<<else>>You try to help Tonho run, but since you yourself are injured, you can't. The foremen catch up to you, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<</if>>You decide to help the natives and follow them to what appears to be a camp. In the distance you see four men wearing hats, riding horses and carrying firearms, who appear to be talking to a native wearing a distinctive chief's headdress, and several natives are standing around them. This situation could be dangerous. <<if $francisco is 1>>You ask Francisco to hide <<if $burro is 1>>and take care of the donkey<</if>>. <</if>>
[[Attack by surprise]]
[[Sneak up and try to listen in on the conversation]]
<<set $captain to 1>>
<<set $white to 1>>After the fight, the natives invite him to eat and recover with them.\
<<if $group is 1>>\
<<set $people to []>>\
<<if $wound isnot "">><<run $people.push('you')>><</if>>\
<<if $fertonho is 1>><<run $people.push('Tonho')>><</if>>\
<<if $fermaria is 1>><<run $people.push('Maria')>><</if>>\
<<if $fersimião is 1>><<run $people.push('Simião')>><</if>>\
<<if $people.length > 0>>Moiara, the oldest of the natives, tends to everyone's wounds, including <<= $people.join(', ')>>... <</if>>You rest and recover, and are ready to continue your journey now. <<if $francisco is 1>>But Moiara wants to tell you something before you go.<</if>>
[[Go away|Continue]]
<<if $francisco is 1>>[[Listen to Moiara]]<</if>>
<<else>>\
<<if $wound isnot "">>Moiara, the eldest of the natives, tends to everyone's wounds, including yours. <</if>>You rest and recover, and are ready to continue your journey now.
[[Continue]]
<</if>>
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $wound to "">>\You point the gun at the priest and ask menacingly, "Where is Francisco?" The priest is frightened and leads you to the boy's room in the pantry. He says goodbye to Francisco and tells you to leave.<<set $francisco to 1>>
[[Shoot the priest]]
[[Faint the priest|Faint 2]]
[[Leave the house]]
<<set $alarm +=1>>How will you attack?
[[Attack the capitão do mato with the knife]]
[[Attack the whites with the knife]]
<<if $pistol > 0>>[[Attack the capitão do mato with the pistol]]<</if>>
<<if $pistol > 0>>[[Attack the whites with the pistol]]<</if>>
<<set $attack to 2>>
<<if $character is "Fighter">><<set $attack += 1>><</if>>
<<if $wound isnot "">><<set $attack -= 1>><</if>>
<<if $tonho is 1 and $fertonho is 0>><<set $ataque += 1>><</if>>
<<audio "track" stop>>\
<<audio "action" play>>\<<set $attack += random(0,10)>>\
<<if $attack > 10>>\
You throw the knife at the capitão do mato and it hits him squarely, knocking him off his horse. You run over and finish him off before he can react. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. \
<<set $captain to -1>>\
<<set $people to []>>\
<<run $people.push('You')>>\
<<if $tonho is 1>><<run $people.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $people.push('Maria')>><</if>>\
<<if $simião is 1>><<run $people.push('Simião')>><</if>>\
<<set $person to $persons.random()>>\
<<if $person is "Tonho">>Tonho was injured during the battle and is lying on the ground.\
<<set $fertonho to 1>>\
<</if>>\
<<if $person is "Maria">>Maria was injured during the battle and is lying on the ground.\
<<set $fermaria to 1>>\
<</if>>\
<<if $person is "Simião">>Simião was injured during the battle and is lying on the ground.\
<<set $fersimião to 1>>\
<</if>>\
<<if $person is "You">>You were seriously wounded in the head during the battle and fall unconscious to the ground.\
<<set $wound to "head">>\
<</if>>\
<<if $wound is "head">>[[Continue|Wake up]]<<else>>[[Continue|Village]]<</if>>
<<else>>\
You throw the knife at the capitão do mato, but miss. He attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>\
<<set $white to -1>>
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $pistol is 1>>
<<set $pistol to 2>>\
<<set $attack += random(0,10)>>\
<<if $attack > 8>>\
You shoot at the capitão do mato and hit him squarely, knocking him off his horse. You run in and finish him off before he can react. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. \
<<set $captain to -1>>\
<<set $people to []>>\
<<run $people.push('You')>>\
<<if $tonho is 1>><<run $people.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $people.push('Maria')>><</if>>\
<<if $simião is 1>><<run $people.push('Simião')>><</if>>\
<<set $person to $persons.random()>>\
<<if $person is "Tonho">>Tonho was injured during the battle and is lying on the ground.\
<<set $fertonho to 1>>\
<</if>>\
<<if $person is "Maria">>Maria was injured during the battle and is lying on the ground.\
<<set $fermaria to 1>>\
<</if>>\
<<if $person is "Simião">>Simião was injured during the battle and is lying on the ground.\
<<set $fersimião to 1>>\
<</if>>\
<<if $person is "You">>You were seriously wounded in the head during the battle and fall unconscious to the ground.\
<<set $wound to "head">>\
<</if>>\
<<if $wound is "head">>[[Continue|Wake up]]<<else>>[[Continue|Village]]<</if>>
<<else>>\
You shoot at the capitão do mato, but miss. He attacks you, severely wounding your head. You fall unconscious to the ground. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and flee.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>\
<<else>>\
You forgot that the pistol was unloaded. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>
<<set $white to -1>>
<<timed 1s>><<audio "shot" play>><</timed>>
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<set $attack += random(0,10)>>\
<<if $attack > 10>>\
You attack the whites with your knife and manage to knock one of them down. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<<else>>\
You attack the whites with your knife, but they are faster. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle continues for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>\
<<set $white to -1>>
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $pistol is 1>>
<<set $pistol to 2>>\
<<set $attack += random(0,10)>>\
<<if $attack > 8>>\
You shoot at the whites with your pistol and manage to knock one of them down. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<<else>>\
You shoot at the whites with your pistol but miss them. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>\
<<else>>\
You forgot that the pistol was unloaded. The capitão do mato takes advantage and attacks you, seriously wounding your head. The rest of the battle goes on for a while, with the natives attacking the whites as well, who soon give up and run away. You fall unconscious to the ground.
[[Continue|Wake up]]
<<set $wound to "head">>\
<</if>>
<<set $white to -1>>
<<timed 1s>><<audio "shot" play>><</timed>>
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $gun is 1>>\
<<if $character is "Fighter" or random(1,10)>6>>\
You aim and shoot the jaguar, which runs away wounded, to the sound of dozens of birds flying. At least $reta wasn't seriously injured.\
<<if $powder is 1>>You reload the pistol and put it away.<<else>><<set $pistol to 2>><</if>>\
[[Return to Quilombo]]
<<timed 1s>><<audio "shot" play>><</timed>>
<<else>>\
You shoot at the jaguar, but in your desperation you miss the shot, and end up injuring $reta<<if $reta is "you">> yourself<</if>>. At least the noise scared the jaguar away. \
<<if $reta is "Tonho">><<set $fertonho to 1>><</if>>\
<<if $reta is "Maria">><<set $fermaria to 1>><</if>>\
<<if $reta is "Simião">><<set $fersimião to 1>><</if>>\
<<if $straight is "you" and $wound is "">><<set $wound to "leg">><</if>>\
<<if $powder is 1>>You reload the pistol and put it away.<<else>><<set $pistol to 2>><</if>>\
[[Return to Quilombo]]
<</if>>\
<<else>>\
You remember that the pistol is out of powder when you try to use it and it doesn't work. The fight against the jaguar is desperate, and finally you manage to make it go away, but unfortunately the wounds in the jugular are too deep, and $reta dies shortly after. \
<<if $reta is "you">>Your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>><<else>>\
<<if $reta is "Tonho">><<set $tonho to -1>><<set $fertonho to 0>><</if>>\
<<if $reta is "Maria">><<set $maria to -1>><<set $fermaria to 0>><</if>>\
<<if $reta is "Simião">><<set $simião to -1>><<set $fersimião to 0>><</if>>\
<<if $tonho <1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $group to 0>><</if>>\
[[Return to Quilombo]]
<</if>>
<</if>><<if $gun is 1>>\
<<if $character is "Fighter" or random(1,10)>6>>\
You aim and shoot one of the whites, who falls to the ground wounded. The others scream and hide behind the trees when they see that you have a gun and know how to shoot. \
<<set $pistol to 2>><<set $escape -=2>>\
[[Enter the thicket]]
[[Keep running]]
<<else>>\
You shoot at the whites, but you don't hit anyone. But now that they know you have a gun, they back off enough to give you some advantage in your escape.\
<<set $pistol to 2>><<set $escape -=1>>\
[[Enter the thicket]]
[[Keep running]]
<<timed 1s>><<audio "shot" play>><</timed>>
<</if>>\
<<else>>\
You remember that the pistol is out of powder when you try to use it and it doesn't work. One of the white men takes advantage of this moment and shoots you squarely. \
<<if $wound is "">>Your arm is now injured. <<set $wound to "arm">>\
[[Enter the thicket]]
[[Keep running]]
<<timed 2s>><<audio "shot" play>><</timed>>
<<else>>Unfortunately you do not survive your injuries, your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<</if>>
<</if>><<if $gun is 1>>\
You shoot the priest. The shot is fatal, but the gun makes a lot of noise. The dogs in the street start barking. The men from the village will soon be here.
Francisco seems confused by his action.
[[- Be quiet and come quickly|Come quickly 2]]
[[- It was necessary, we can't trust him|I'm from Quilombo 2]]
<<set $alarm +=2>>
<<set $priest to -1>>
<<set $pistol to 2>>
<<audio "shot" play>>
<<timed 1s>><<audio "dogs" play>><</timed>>
<<else>>\
You try to shoot and remember that the pistol is unloaded. It makes a noise and the priest realizes that you tried to kill him. He starts screaming for help. The dogs in the street start barking, and the men from the village will soon be here. Your only option is to run.
[[Escape]]
<<timed 2s>><<audio "dogs" play>><</timed>>
<</if>><<if $gun is 1>>\
You shoot the priest while he sleeps. The shot is fatal, but the gun makes a lot of noise. The dogs in the street start barking.
A black boy appears at the bedroom door and, upon seeing the bloody priest, asks:
- What is happening?
[[- Are you Francisco?|You are Francisco 2]]
<<set $alarm +=2>>
<<set $priest to -1>>
<<set $pistol to 2>>
<<timed 1s>><<audio "shot" play>><</timed>>
<<timed 2s>><<audio "dogs" play>><</timed>>
<<else>>\
You try to shoot and remember that the pistol is unloaded. The priest turns over in bed, but doesn't seem to have woken up.
[[Leave the room|Follow the corridor]]
<<set $alarm +=1>>
<</if>><<if $gun is 1>>\
You shoot upwards, making the jaguar get scared and run away to the sound of dozens of birds flying. At least $reta wasn't seriously injured.\
<<if $powder is 1>>You reload the pistol and put it away.<<else>><<set $pistol to 2>><</if>>\
[[Return to Quilombo]]
<<timed 1s>><<audio "shot" play>><</timed>>
<<else>>\
You remember that the pistol is out of powder when you try to use it and it doesn't work. The fight against the jaguar is desperate, and finally you manage to make it go away, but unfortunately the wounds in the jugular are too deep, and $reta dies shortly after. \
<<if $reta is "you">>Your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>><<else>>\
<<if $reta is "Tonho">><<set $tonho to -1>><<set $fertonho to 0>><</if>>\
<<if $reta is "Maria">><<set $maria to -1>><<set $fermaria to 0>><</if>>\
<<if $reta is "Simião">><<set $simião to -1>><<set $fersimião to 0>><</if>>\
<<if $tonho <1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $group to 0>><</if>>\
[[Return to Quilombo]]
<</if>>
<</if>><<do>><<if $som>><<link '@@.icon;@@ Turn off sound'>><<set $som to false>><<run SimpleAudio.mute(true );>><<redo>><</link>><<else>><<link '@@.icon;@@ Turn on sound'>><<set $som to true>> <<run SimpleAudio.mute(false);>><<redo>><</link>><</if>><</do>>After a few hours, you hear a noise in the woods and decide to investigate. You notice three men approaching the camp, and one of them seems to have a pistol. They don't seem to have good intentions.
[[Wake up the others]]
[[Face the bandits|Facing the bandits alone]]
<<set $pistol to 0>>
<<set $wound to "">>
<<timed 2s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\<<if $character is "Perceptiva">>As you approach Maria, you notice a jealous look from Tonho. <</if>>You and Maria talk about everyday life in the quilombo. <<if $character is "Perceptiva">>You discover that you have a very similar way of seeing things.<</if>>
While talking to Maria, a snake on the road scared the donkey. You couldn't control it in time, it knocked over the baskets and the load of corn was lost.
When night falls, you find a sheltered place to rest, and set up a small camp in a clearing. Since the road is dangerous, someone needs to keep watch during the night. It is your turn to keep watch.
<<if $character is "Perceptive">>[[Keep watch|Strange noises]]<<else>>[[Keep watch]]<</if>>
[[Sleep, sleep is too heavy|You slept]]
[[Ask someone else to keep watch for you|Let someone else keep watch]]
<<set $corn to 0>>
<<timed 1s>><<audio "camping" play>><</timed>>You and Simião talk about everyday life in the quilombo, but Simião is a little shy. <<if $character is "Literate">>You start to discuss the laws of the quilombo and the laws of the white man, and Simião becomes a little more excited.<</if>>
While talking to Simião, a snake on the road scared the donkey. He couldn't control it in time, he dropped the baskets and the load of corn was lost.
When night falls, you find a sheltered place to rest, and set up a small camp in a clearing. Since the road is dangerous, someone needs to keep watch during the night. It is your turn to keep watch.
<<if $character is "Perceptive">>[[Keep watch|Strange noises]]<<else>>[[Keep watch]]<</if>>
[[Sleep, sleep is too heavy|You slept]]
[[Ask someone else to keep watch for you|Let someone else keep watch]]
<<set $corn to 0>>
<<timed 1s>><<audio "camping" play>><</timed>>You and Tonho talk about everyday life in the quilombo. <<if $character is "Fighter">>You talk animatedly about capoeira. <</if>><<if $character is "Perceptive">>You notice that Tonho is fascinated by Maria.<</if>>
While talking to Tonho, a snake on the road scared the donkey. You couldn't control it in time, it knocked over the baskets and the load of corn was lost.
When night falls, you find a sheltered place to rest, and set up a small camp in a clearing. Since the road is dangerous, someone needs to keep watch during the night. It is your turn to keep watch.
<<if $character is "Perceptive">>[[Keep watch|Strange noises]]<<else>>[[Keep watch]]<</if>>
[[Sleep, sleep is too heavy|You slept]]
[[Ask someone else to keep watch for you|Let someone else keep watch]]
<<set $corn to 0>>
<<timed 1s>><<audio "camping" play>><</timed>>The day dawns brightly in Palmares. In the fields and plantations, people are reaping the fruits of their hard work: enough cassava, beans and corn to feed the entire population, as well as a rich surplus, which will be exchanged in neighboring villages for weapons and utensils that are rare in the quilombo.
It's a day like any other in Palmares, but it's still a special day, because the abundant harvest deserves a celebration and Ganga Zumba has declared a week of festivities!
In the workshops, the artisans begin their day, while the sound of the blacksmiths' hammers carries the sound of work to all parts of the village. In the central courtyard, children run and play, while an elderly woman tells the young people gathered around her some of the stories of her people.
That day, you wake up to the sun streaming through the door and someone calling your name. When you get up, you see Ganga Zona, Ganga Zumba's brother:
- Get up and come, Zumba wants to talk to you.
[[Ask what happened]]
[[Follow Ganga Zona]]If you've never played a text adventure before, it's pretty simple: First of all, read the entire text carefully. Click on one of the options using your mouse, or your finger (if you're using a touchscreen device). The development of the story will depend on your decisions, so choose carefully.
This game takes about 10 to 30 minutes to complete. If you want to stop and continue later, click "Save" in the sidebar menu and then choose one of the available spaces. To continue where you left off, click "Save" and then click a previously saved space. You can also skip to an important section by clicking the "lightning bolt" button. To start over, click "Restart". The "Continue" button loads your last saved game.
Game information is shown in the sidebar.
Turn on the sound to hear the soundtrack.
[[Back|Intro]]<<if $escape is random (0,$escape)>>\
<<if $group is 1>>\
You run as fast as you can, your pursuers can't catch up, and soon you're safe.\
<<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
[[Return to Quilombo]]
<<else>>\
You run as fast as you can, your pursuers can't catch up, and soon you're safe.\
<<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
[[Return to Quilombo]]
<</if>>
<<else>>\
<<if $group is 1>>\
You run as fast as you can, while your pursuers are shooting at you.\
<<if $tonho is 1 and random (0,6) < $escape>>One of the shots hits Tonho. \
<<if $fertonho > 0>>He falls to the ground and unfortunately won't be able to continue running.\
<<set $tonho to -1>><<set $fertonho to 0>>\
<<else>>He keeps running, but injured.\
<<set $fertonho to 1>>\
<</if>>\
<</if>>\
<<if $maria is 1 and random (0,6) < $escape>>One of the shots hits Maria.\
<<if $fermaria > 0>>She falls to the ground and is unfortunately captured.\
<<set $maria to -1>><<set $fermaria to 0>>\
<<else>>She keeps running, but injured.\
<<set $fermaria to 1>>\
<</if>>\
<</if>>\
<<if $simião is 1 and random (0,6) < $escape>>One of the shots hits Simião.\
<<if $fersimião > 0>>He falls to the ground and will not survive.\
<<set $simião to -1>><<set $fersimião to 0>>\
<<else>>He keeps running, but injured.\
<<set $fersimião to 1>>\
<</if>>\
<</if>>\
<<if random (0,6) < $escape>>One of the shots hits you.\
<<if $wound isnot "">><<if $crucifix is 1>><<set $crucifix to 2>>As incredible as it may seem, the shot hit the crucifix, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>\
<<set $wound to "dead">><</if>>\
<<else>>You keep running, but injured.\
<<set $wound to "arm">>\
<</if>>\
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $group to 0>><</if>>\
<<if $wound isnot "dead">>[[Return to Quilombo]]<</if>><<timed 2s>><<audio "gunshot" play>><</timed>>
<<else>>\
You run as fast as you can, while your pursuers are shooting at you.
<<if random (0,4) < $escape>>One of the shots hits you.\
<<if $wound isnot "">><<if $crucifix is 1>><<set $crucifix to 2>>As incredible as it may seem, the shot hit the crucifix, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>\
<<set $wound to "dead">><</if>>\
<<else>>You keep running, but injured.\
<<set $wound to "arm">>\
<</if>>\
<</if>>\
<<if $wound isnot "dead">>[[Return to Quilombo]]<</if>>
<<timed 2s>><<audio "shot" play>><</timed>><</if>>
<</if>>
<<timed 2s>>
<<audio "action" stop>>
<<audio "track" play>>
<</timed>>This is the kitchen of the house. There is a wood stove, some iron pots and pans, a table and two stools and several shelves with some plates, mugs and kitchen utensils. In one corner there is a small pantry, with several jars of food and a piece of dried meat hanging. There is a door that leads outside the house, a door that leads to the living room and a door next to the pantry.
[[Go to room]]
[[Get objects from the kitchen]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>Our story begins in 1670, in Quilombo dos Palmares (where today is the city of União dos Palmares, in Alagoas). In this story you will play a person who was a slave, escaped and arrived at the quilombo not long ago, but has already gained the trust of the quilombolas and especially of the quilombo leaders.
//A note about pronouns: In this story, we chose to use the neutral feminine, that is, the character is referred to in the feminine even though she has no defined gender.//
Choose your character's main characteristic:
* [[Fighter]]: Knows how to fight capoeira and use weapons.
* [[Literate]]: Knows how to read and write and learned mathematics.
* [[Perceptive]]: Has sharp senses and a good memory.
<<set $character to "">>\
<<audio "track" loop play>>!At Service of Ganga Zumba 1.2
This story was based on the adventure contained in the book "Mini GURPS: Quilombo dos Palmares", written by Luiz Eduardo Ricon and published by Editora Devir in 1999. The adaptation to the interactive fiction format was made by [[Janos Biro|https://janosbiro.itch.io]] in 2019 using Twine 2 + SugarCube 2.
''Songs:''
"Drums of the Deep" and "Round Drums" by [[Kevin MacLeod|https://incompetech.com]].
''Sound Effects:''
"Cat, Screaming" by [[InspectorJ|https://jshaw.co.uk]], "Bonfire" by electroviolence, "12 gauge shot gun" by tito-lahaye, "Circuitbox Locked 01" by jpolito, "Kicking Forcing Breaking Wooden Door" by qubodup, "Punch Boxing 03" by newagesoup and "Dogs Barking" by mrthenoronha, all available on the website [[Freesound|https://freesound.org]]
''Additional code:''
Custom Macros by [[Chapel|https://twinelab.net/custom-macros-for-sugarcube-2/#/]]
''Acknowledgements:''
[[Gabi|https://gabrielassuncao.carbonmade.com]], for the amazing ideas.
[[Tainá Felix|https://www.gamearte.art.br]], for the essential evaluation and ideas to improve the game.
Chico Science & Nação Zumbi, for the inspiration.A snake on the road scared the donkey, but you managed to control it in time. Phew, it was a close call!
When night falls, you find a sheltered place to rest, and set up a small camp in a clearing. Since the road is dangerous, someone needs to keep watch during the night. It is your turn to keep watch.
<<if $character is "Perceptive">>[[Keep watch|Strange noises]]<<else>>[[Keep watch]]<</if>>
[[Sleep, sleep is too heavy|You slept]]
[[Ask someone else to keep watch for you|Let someone else keep watch]]
<<timed 1s>><<audio "camping" play>><</timed>>The priest's house is very simple, without much luxury, and was built with one side attached to the church. The front of the house faces an open yard, while the back faces a large thicket. The house has a covered porch and two entrances: the front door and a side door. It also has two windows in the front and two windows in the back.
[[Enter through the front door]]
[[Enter through the side door|Locked door]]
[[Enter through one of the windows]]<<set $hoes to 5>><<set $hammers to 3>><<if $corn is 0>><<set $hoes to 3>><<set $hammers to 2>><</if>>Manuel assesses his load<<if $corn is 0>>, which now consists only of beans,<</if>> and offers $hoes hoes and $hammers hammers.
Maria haggles and manages to get him to include a barrel of gunpowder. You unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with mission|Follow group]]
<<set $powder to 1>>
<<set $corn to 0>>
<<set $beans to 0>>You leave Maria behind to escape. She is captured and you can hear her screams. <<if $francisco is 1>>The boy is terrified by your coldness.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $maria to -1>><<set $fermaria to 0>>
<<if $tonho < 1 and $simião <1 and $francisco <1>><<set $group to 0>><</if>><<set $hoes to 5>><<set $hammers to 3>><<set $sickles to 3>><<if $corn is 0>><<set $hoes to 3>><<set $hammers to 2>><<set $sickles to 2>><</if>>Manuel assesses his load<<if $corn is 0>>, which now consists only of beans,<</if>> and offers $hoes hoes and $hammers hammers.
Simião complains that this is not enough and tries to haggle. Manuel does some calculations on a piece of paper to prove that the price is fair, but Simião realizes that there is a mistake in the calculations and corrects the seller. Manuel apologizes and includes $sickles and 1 barrel of gunpowder. You unload the donkey, load it with the things you exchanged, and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with mission|Follow group]]
<<set $powder to 1>>
<<set $corn to 0>>
<<set $beans to 0>>
<<if $foices > 0 and !recall('deeds.justice')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.justice', { title: "Justice on the Scale", description: "Negotiated the cargo for a fair price.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Justice on the Scale<</notify>><</if>>\<<set $hoes to 3>><<set $hammers to 3>><<if $corn is 0>><<set $hoes to 2>><<set $hammers to 2>><</if>>Manuel assesses his load<<if $corn is 0>>, which now consists only of beans,<</if>> and offers $hoes hoes and $hammers hammers.
Tonho accepts, you unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with mission|Follow group]]
<<set $corn to 0>>
<<set $beans to 0>>You leave Tonho behind to escape. He is captured and you can hear his screams. <<if $francisco is 1>>The boy is terrified by your coldness. <</if>><<if $maria is 1>>Maria clearly disapproves of your decision. <</if>><<if $simião is 1>>Simião is scared and sad.<</if>>
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $tonho to -1>><<set $fertonho to 0>>
<<if $maria < 1 and $simião <1 and $francisco <1>><<set $group to 0>><</if>>You leave the boy behind and focus on escaping.
<<if $vigilante isnot "">>$vigilante, who was guarding the entrance, enters through the door and says: "They're coming from the front, we need an escape route."<</if>> <<if $vigilante isnot "Maria">><<set $escape +=1>><</if>>
[[Exit through the front door]]
[[Exit through the side door]]
<<if $window is 1>>[[Jump through the back window]]<</if>>Who are you going to call to keep watch?
[[Tonho]]
[[Maria]]
[[Simião]]<<if $character is "Fighter" and ($wound is "" or random(1,10) > 7)>>Using the butt of the pistol, you deliver a quick and accurate blow to the priest's head while he is distracted. He falls to the ground, already unconscious.
Francisco is nervous and asks:
- What did you do?
[[- Shut up and come quickly|Come quickly 2]]
[[- It was necessary, we can't trust him|I'm from Quilombo 2]]
<<set $alarme +=1>><<set $priest to 0>><<audio "punch" play>><<elseif $tonho is 1>>Tonho steps in front of you and, turning his body, gives a quick and accurate kick to the priest's head, who falls to the ground, already unconscious.
Francisco seems confused by his action.
[[- Be quiet and come quickly|Come quickly 2]]
[[- It was necessary, we can't trust him|I'm from Quilombo 2]]
<<set $alarm +=1>><<set $priest to 0>><<audio "punch" play>><<else>>You try to knock the priest out with a blow, but he escapes and begins screaming for help. The dogs in the street begin to bark, and the men from the village will soon be here. Your only option is to flee.
[[Escape]]
<<timed 1s>><<audio "dogs" play>><</timed>>
<</if>><<if $character is "Fighter" and ($wound is "" or random(1,10) > 7)>>Turning your body, you give a quick and accurate kick to the priest's head, who falls to the ground, already unconscious.
A black boy appears at the bedroom door and, upon seeing the priest on the floor, asks:
- What is happening?
[[- Are you Francisco?|You are Francisco 2]]
<<set $alarme +=1>><<set $priest to 0>><<audio "punch" play>><<elseif $tonho is 1>>Tonho steps in front of you and, turning his body, gives a quick and accurate kick to the priest's head, who falls to the ground, already unconscious.
A black boy appears at the bedroom door and, upon seeing the priest on the floor, asks:
- What is happening?
[[- Are you Francisco?|You are Francisco 2]]
<<set $alarm +=1>><<set $priest to 0>><<audio "punch" play>><<else>>You try to knock the priest out with a punch, but he escapes, grabs a bell and starts ringing it, shouting. The dogs in the street start barking. Your only option is to run away.
[[Escape]]
<<timed 2s>>\
<<audio "dogs" play>>\
<</timed>>\
<</if>><<if $character is "Fighter" and random(1,10) > 4>>You wait for the thief to get distracted and then stab him in the back, causing him to shoot upwards in shock. Maria, Tonho and Simião wake up and face the bandits. No one is seriously injured, the thieves run away, but leave the gun behind.
You pick up the pistol from the ground, but without gunpowder it is useless.
<<set $pistol to 2>>
<<else>>As soon as you react, the thief uses the gun and shoots you. He grabs your left arm, you fall and writhe in pain. Maria, Tonho and Simião wake up and face the bandits, who flee into the woods.
Simião bandages your arm, but unfortunately your left arm will be paralyzed for the rest of the story.
<<set $wound to "arm">><<timed 1s>><<audio "gunshot" play>><</timed>><</if>>[[Go to Porto Calvo]]
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $character is "Fighter" and random(1,10) > 4>>You wait for the thief to get distracted and then throw the knife at him, who in shock shoots Simião, who falls to the ground injured. Maria and Tonho face the bandits, who flee into the woods.
Maria examines Simião and says that he was shot in the back, and needs to return to Quilombo to be treated there, or else he could get worse and even die.
[[Return to the Quilombo taking Simião]]
[[Ask Tonho to take Simião back, and complete the mission with Maria's help]]
[[Ask Maria to take Simião back, and complete the mission with Tonho's help]]
[[Ask Maria and Tonho to take Simião back together, and complete the mission alone]]
[[Leave Simião on the road and head to Porto Calvo|Continue mission without Simião]]
<<set $simião to 0>><<timed 1s>><<audio "shot" play>><</timed>>
<<else>>
As soon as you react, the thief uses the gun and shoots Simião in the head. He falls to the ground. Maria and Tonho face the bandits, who flee into the woods.
Maria examines Simião and says that, unfortunately, Simião is losing a lot of blood and will not survive if he does not return to the quilombo quickly.
[[Return to the Quilombo taking Simião]]
[[Ask Tonho to take Simião back, and complete the mission with Maria's help]]
[[Ask Maria to take Simião back, and complete the mission with Tonho's help]]
[[Ask Maria and Tonho to take Simião back together, and complete the mission alone]]
[[Leave Simião on the road and head to Porto Calvo|Continue mission without Simião]]
<<set $simião to -1>><<timed 1s>><<audio "shot" play>><</timed>>
<</if>>
<<timed 2s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\<<if $character is "Fighter" or random(1,10) > 5>>Maria distracts the thief while you stab him in the back, and he fires a shot upwards in shock. Tonho and Simião wake up and face the bandits. No one is seriously injured, the thieves run away, but leave the gun behind.
You pick up the pistol from the ground, but without gunpowder it is useless.
<<set $pistol to 2>>
<<else>>As soon as you react, the thief uses the gun and shoots you. He grabs your left arm, you fall and writhe in pain. Maria, Tonho and Simião wake up and face the bandits, who flee into the woods.
Simião bandages your arm, but unfortunately your left arm will be paralyzed for the rest of the story.
<<set $wound to "arm">><<timed 1s>><<audio "gunshot" play>><</timed>><</if>>[[Go to Porto Calvo]]
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $character is "Fighter" and random(1,10) > 4>>You wait for the thief to get distracted and then stab him in the back, causing him to shoot upwards in shock. Maria, Tonho and Simião wake up and face the bandits. No one is seriously injured, the thieves run away, but leave the gun behind.
You pick up the pistol from the ground. But without gunpowder it is useless.
<<set $pistol to 2>>
<<else>>You hide behind a tree and attack when they approach the donkey. But the leader uses the pistol and shoots you in the leg. You fall to the ground, injured. Maria, Tonho and Simião wake up and face the bandits, who flee into the woods.
Simião bandages your leg, but unfortunately you will be limping for the rest of the story.
<<set $wound to "leg">><<timed 1s>><<audio "shot" play>><</timed>><</if>>[[Go to Porto Calvo]]
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<set $x to $escape + random(1,6)>>\
<<if $x > 4>>\
<<timed 2s>><<audio "shot" play>><</timed>>\
During the escape the sound of a shot is heard.\
<<if $tonho is 1 and random(1,10) > 7>>The shot hits Tonho.\
<<if $fertonho > 0>>He falls to the ground and unfortunately will not survive.\
<<set $tonho to -1>><<set $fertonho to 0>>\
<<else>>Tonho is injured.\
<<set $fertonho to 1>>\
<</if>>\
<<elseif $maria is 1 and random(1,10) > 7>>The shot hits Maria.\
<<if $fermaria > 0>>She falls to the ground and unfortunately will not survive.\
<<set $maria to -1>><<set $fermaria to 0>>\
<<else>>Maria is injured.\
<<set $fermaria to 1>>\
<</if>>\
<<elseif $simião is 1 and random(1,10) > 7>>The shot hits Simião.\
<<if $fersimião > 0>>He falls to the ground and unfortunately will not survive.\
<<set $simião to -1>><<set $fersimião to 0>>\
<<else>>Simião is injured.\
<<set $fersimião to 1>>\
<</if>>\
<<elseif random(1,10) > 7>>The shot hits you.\
<<if $wound isnot "">>\
<<if $crucifix is 1>>\
<<set $crucifix to 2>>As incredible as it may seem, the shot hit the crucifix, leaving you unharmed!\
<<else>>\
You don't survive the shot, and unfortunately your story ends here.\
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>\
<<set $wound to "dead">>\
<</if>>\
<<else>>You are hurt.\
<<set $wound to "arm">>\
<</if>>\
<<else>>\
The shot grazed him, without serious injuries.\
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>>\
<<set $group to 0>>\
<</if>>\
<</if>>\
<<if $wound isnot "dead">>\
<<if $tonho is 1 or $maria is 1 or $simião is 1>>\
<<set $front to "">>\
<<set $straight to "">>\
You enter the forest. Your survival will depend on choosing who goes first and who stays behind. The person in front needs to have a head so as not to get lost, and the person behind needs to have the strength to protect the group from pursuers. Choose one person to go first:
[[You|Rearguard][$front of "You"]]
<<if $tonho is 1>>[[Tonho|Rearguard][$front to "Tonho"]]<</if>>
<<if $maria is 1>>[[Maria|Rearguard][$front to "Maria"]]<</if>>
<<if $simião is 1>>[[Simião|Rearguard][$front to "Simião"]]<</if>>
<<else>>\
<<set $front to "You">>\
<<set $straight to "you">>\
You go into the bush.
[[Continue|I kill alone]]
<</if>>\
<</if>>\
<<timed 2s>>
<<audio "action" stop>>
<<audio "track" play>>
<</timed>>Strangely, the front door was open. It leads to the main room of the house. It has a shelf with some jars and pots, a vanity case and a table with two chairs. On the table there is a motinga and two glasses. In addition to the front door, there are two more doors in this room: a side door to the left and another right in front of the entrance, which leads to a hallway.
Unfortunately, a cat was sleeping here, and it makes quite a noise when it gets scared and runs away when you enter.
[[Follow the corridor]]
[[Go through the side door|Kitchen]]
[[Pick up valuables]]
<<set $alarm +=2>>
<<audio "cat" play>>The windows are locked and breaking them would make a lot of noise.
[[Enter through the front door]]
[[Enter through the side door|Locked door]]
<<set $alarm +=1>>
<<audio "port" play>>Who will keep watch outside?
[[Nobody]]
[[You|You watch]]
<<if $tonho is 1>>[[Tonho|Vigia Tonho]]<</if>>
<<if $maria is 1>>[[Maria|Vigia Maria]]<</if>>
<<if $simião is 1>>[[Simião|Vigia Simião]]<</if>>
<<set $vigil to "">>The chest contains some linens and clothes, but nothing of value.
[[Leave the room|Follow the corridor]]
<<if $window is 0>>[[Examine window]]<</if>>
<<set $alarm +=1>>This window is not locked. <<if $character is "Perceptive">>This might be a good escape route.<<elseif $maria is 1>>"This might be a good escape route," says Maria.<</if>>
[[Leave the room|Follow the corridor]]
[[Examine the chest]]
<<set $window to 1>>
<<set $alarm +=1>>Maria is a strong woman who ran away from the slave quarters and found her way to the quilombo on her own. When you approach her, she immediately says, "What do you want?" with a suspicious look. When you try to start a conversation with her, you notice that she runs her hand over the scar on her face, and then changes the subject and turns her back.
[[Ask about Porto Calvo|Ask Maria]]
[[Head to the village]]
<<if $faloutonho is 0>>[[Talk to Tonho]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião]]<</if>>
<<set $faloumaria to 1>>Simião is quiet, always looking down, and doesn't talk, so you don't know anything about him<<if $character is "Perceptive">>, except that he is very knowledgeable<</if>><<if $character is "Literate">>, except that he also knows how to read<</if>>. Trying to make conversation, he shows himself worried about the dangers of the road: jaguar, bandeirante and capitão do mato.
[[Ask about Porto Calvo|Ask Simião]]
[[Head to the village]]
<<if $faloumaria is 0>>[[Talk to Maria]]<</if>>
<<if $faloutonho is 0>>[[Talk to Tonho]]<</if>>
<<set $falousimião to 1>>Tonho is a smiling young man, a competent warrior and a good capoeira player. When you start talking to him, you realize that he is very excited about the rescue mission.
[[Ask about Porto Calvo|Ask Tonho]]
[[Head to the village]]
<<if $faloumaria is 0>>[[Talk to Maria]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião]]<</if>>
<<set $faloutonho to 1>><<if $character is "Literate">>Even without speaking the same language, you can understand each other reasonably well. They seem to be being threatened by white people who are looking for a runaway slave. <<if $francisco is 1>>They also seem to be curious about the presence of a child walking with you. <</if>>They want help dealing with the white people, and are offering something in return, but you are not sure what it is. <<elseif $simião is 1>>Even without speaking the same language, Simião seems to understand them reasonably well. He says that they are being threatened by white people who are looking for a runaway slave. <<if $francisco is 1>>They also seem to be curious about the presence of a child walking with you. <</if>>They want help dealing with the white people, and are offering something in return, but Simião is not sure what it is. <<else>>You do not understand their language, but you understand that they are asking for help. <<if $francisco is 1>>They also seem to be curious about the presence of a child walking with you. <</if>>They seem to be offering something in return, but you're not sure. <</if>>
[[Help the natives]]
[[Deny help and proceed|Continue]]<<do>><<set _total = 14>><<set _unlocked to 0>>\
<<if recall('deeds.pistol')>><strong><<= recall('deeds.pistol').title >></strong>: <<= recall('deeds.pistol').description >> <small>Unlocked At: <<= recall('deeds.pistol').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.crossing')>><strong><<= recall('deeds.crossing').title >></strong>: <<= recall('deeds.crossing').description >> <small>Unlocked at: <<= recall('deeds.crossing').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.justice')>><strong><<= recall('deeds.justice').title >></strong>: <<= recall('deeds.justice').description >> <small>Unlocked at: <<= recall('deeds.justice').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.anticlericalismo')>><strong><<= recall('deeds.anticlericalismo').title >></strong>: <<= recall('deeds.anticlericalismo').description >> <small>Unlocked at: <<= recall('deeds.anticlericalismo').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.francisco')>><strong><<= recall('deeds.francisco').title >></strong>: <<= recall('deeds.francisco').description >> <small>Unlocked at: <<= recall('deeds.francisco').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.jaguar')>><strong><<= recall('deeds.jaguar').title >></strong>: <<= recall('deeds.jaguar').description >> <small>Unlocked at: <<= recall('deeds.jaguar').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.capitao')>><strong><<= recall('deeds.capitao').title >></strong>: <<= recall('deeds.capitao').description >> <small>Unlocked at: <<= recall('deeds.capitao').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.anciana')>><strong><<= recall('deeds.anciana').title >></strong>: <<= recall('deeds.anciana').description >> <small>Unlocked at: <<= recall('deeds.anciana').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.crucifix')>><strong><<= recall('deeds.crucifix').title >></strong>: <<= recall('deeds.crucifix').description >> <small>Unlocked at: <<= recall('deeds.crucifix').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.disappointment')>><strong><<= recall('deeds.disappointment').title >></strong>: <<= recall('deeds.disappointment').description >> <small>Unlocked at: <<= recall('deeds.disappointment').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.franciscofinal')>><strong><<= recall('deeds.franciscofinal').title >></strong>: <<= recall('deeds.franciscofinal').description >> <small>Unlocked at: <<= recall('deeds.franciscofinal').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.solidao')>><strong><<= recall('deeds.solidao').title >></strong>: <<= recall('deeds.solidao').description >> <small>Unlocked at: <<= recall('deeds.solidao').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.revelation')>><strong><<= recall('deeds.revelation').title >></strong>: <<= recall('deeds.revelation').description >> <small>Unlocked at: <<= recall('deeds.revelation').unlockedAt >></small><<set _unlocked++>>
<</if>>\
<<if recall('deeds.warrior')>><strong><<= recall('deeds.warrior').title >></strong>: <<= recall('deeds.warrior').description >> <small>Unlocked at: <<= recall('deeds.warrior').unlockedAt >></small><<set _unlocked++>>
<</if>>\
Achievements unlocked: <strong><<= _unlocked>></strong>/<<= _total>>
<<if _unlocked > 0>><<button "Delete achievements">><<run forget('deeds')>><<notify 5s>>Achievements deleted.<</notify>><<redo>><</button>><</if>><</do>><<if random(1,10) > 8>><<goto "You slept">><</if>>\
<<if random(1,10) > 7>><<goto "Strange noises">><</if>>\
The night passes peacefully and you don't notice anything, except for some strange noises in the forest.
Suddenly, you hear the sound of footsteps behind you. When you turn around, you notice three men armed with knives approaching. Their leader points a pistol at you and says:
- Stay where you are! We just want the donkey and the load. If you stay quiet, no one will get hurt!
[[Don't react]]
[[Face the bandits]]
<<set $pistol to 0>>\
<<set $wound to "">>\
<<timed 2s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\You finished the game in <<playtime>>.
Thank you for playing ''At the Service of Ganga Zumba''. If you enjoyed this interactive fiction, please rate, comment, share, and contribute a donation if you can. [[Follow me on itch.io|https://janosbiro.itch.io/]] to learn more games like this. Criticism, suggestions, and bug reports are welcome.
<<link Credits>><<run Dialog.setup("Credits"); Dialog.wiki(Story.get("Credits").processText()); Dialog.open()>><</link>>
[[Support|https://janosbiro.itch.io/ganga-zumba/donate]]
<<link "Play again">><<run Engine.restart()>><</link>>
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>><<if $priest is 1>>The priest is shouting and the street dogs are barking. <</if>>You are running away.
<<if $francisco is 0>><<if $character is "Perceptive" or random(1,10) > 7>>While he is running, he sees a black boy with a confused look. Could it be Francisco?
[[Take the boy]]
[[Leave the boy]]
<<elseif $maria is 1>>While running, Maria sees a black boy with a confused look. She asks: "Is it Francisco?"
[[Take the boy]]
[[Leave the boy]]
<</if>><<else>><<if $vigilant is "">><<set $escape +=1>><<else>>$vigilant, who was guarding the entrance, enters through the door and says: "They're coming from the front, we need an escape route."<</if>><<if $vigilant isnot "Maria">><<set $escape +=1>><</if>>
[[Exit through the front door]]
[[Exit through the side door]]
<<if $window is 1>>[[Jump through the back window]]<</if>><</if>>
<<set $fertonho to 0>>\
<<set $fermaria to 0>>\
<<set $fersimião to 0>>\
<<set $vigil to "">>\
<<if $tonho is 2>><<set $tonho to 1>><</if>>\
<<if $maria is 2>><<set $maria to 1>><</if>>\
<<if $simião is 2>><<set $simião to 1>><</if>>\
<<audio "track" stop>>\
<<audio "action" play>>\<<if $group is 1>>\
You run as fast as you can. They're shooting you in the back.\
<<if $tonho is 1 and random (1,10) > 5>>One of the shots hits Tonho.\
<<if $fertonho > 0>>He falls to the ground and unfortunately won't be able to continue running.\
<<set $tonho to -1>><<set $fertonho to 0>>\
<<else>>He keeps running, but injured.\
<<set $fertonho to 1>>\
<</if>>\
<</if>>\
<<if $maria is 1 and random (1,10) > 5>>One of the shots hits Maria.\
<<if $fermaria > 0>>She falls to the ground and is unfortunately captured.\
<<set $maria to -1>><<set $fermaria to 0>>\
<<else>>She keeps running, but injured.\
<<set $fermaria to 1>>\
<</if>>\
<</if>>\
<<if $simião is 1 and random (1,10) > 5>>One of the shots hits Simião.\
<<if $fersimião > 0>>He falls to the ground and will not survive.\
<<set $simião to -1>><<set $fersimião to 0>>\
<<else>>He keeps running, but injured.\
<<set $fersimião to 1>>\
<</if>>\
<</if>>\
<<if random (1,10) > 5>>One of the shots hits you.\
<<if $wound isnot "">><<if $crucifix is 1>><<set $crucifix to 2>>As incredible as it may seem, the shot hit the crucifix, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>\
<<set $wound to "dead">><</if>>\
<<else>>You keep running, but injured.\
<<set $wound to "arm">>\
<</if>>\
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $group to 0>><</if>>\
<<if $wound isnot "dead">>[[Continue]]<</if>>
<<else>>\
You run as fast as you can. They are shooting you in the back.
<<if random (1,10) > 5>>One of the shots hits you.\
<<if $wound isnot "">><<if $crucifix is 1>><<set $crucifix to 2>>As incredible as it may seem, the shot hit the crucifix, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>\
<<set $wound to "dead">><</if>>\
<<else>>You keep running, but injured.\
<<set $wound to "arm">>\
<</if>>\
<</if>>\
<<if $wound isnot "dead">>[[Continue]]<</if>>
<</if>>
<<timed 2s>><<audio "shot" play>><</timed>>\
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\<<if $character is "Fighter" and ($wound is "" or random(1,10) > 8)>>You ask menacingly, "Where is Francisco?" The priest seems intimidated and leads you to the boy's room in the pantry. He says goodbye to Francisco and asks you to leave.<<set $francisco to 1>>
[[Leave the house]]
[[Faint the priest|Faint 2]]
<<if $pistol > 0>>[[Shoot the priest]]<</if>>
<<else>>You ask, "Where is Francisco?" The priest doesn't seem intimidated and refuses to cooperate.
[[Faint the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<</if>>
<<set $alarm +=1>>''At the service of Ganga Zumba'' is an interactive fiction set in colonial Brazil, near Quilombo dos Palmares.
[[Get Started|Character creation]]
[[About Quilombo dos Palmares]]
[[How to play]]You are at a banquet celebrating the return of Ganga Zumba's nephew. It is a lively party, until at a certain point the music stops and everyone falls silent to listen to a speech from the boy. He stands up and says:
- I was born free in this quilombo and was taken from here when I was still young. I was raised by a priest who taught me to read and educated me so that I could help him with the church. There, they gave me the name Francisco. But now that I have returned to my people, I no longer want to be called by the name that the white people gave me. From now on, I want to be called Zumbi. Zumbi dos Palmares!
Everyone applauds and admires the young man's speech, who at this moment seems to be no longer a a boy, and seems to have a great future ahead of him.
[[About Zumbi dos Palmares]]
<<set $character to "">>\
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $wound to "">>\
<<set $group to 0>>\
<<set $donkey to 0>>\
<<set $pistol to 0>>\
<<set $bible to 0>>\
<<set $crucifix to 0>>\
<<if !recall('deeds.revelation')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.revelation', { title: "The Revelation of Zumbi", description: "Participated in the banquet where Francisco revealed himself as Zumbi dos Palmares.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: The Revelation of Zumbi<</notify>><</if>>\<<if random(1,10) >5>>You try to sneak out, but the capitão do mato notices you and shouts, announcing his presence.
[[Run Away|Escape 2]]
[[Fight]]
<<timed 1s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\
<<else>>You leave unnoticed, and head to the quilombo, leaving this fight for another time.
[[Continue]]
<</if>>You are in the living room. It has a shelf with some jars and pots, a vanity case and a table with two chairs. On the table there is a motinga and two glasses. In addition to the front door, there are two more doors in this room: a side door and another right in front of the entrance.
[[Follow the corridor]]
[[Go through the side door|Kitchen]]
[[Pick up valuables]]Your character had the rare opportunity to learn to read and write in Portuguese, as well as knowing how to do math, which will give her some advantages during this story.
[[No, I prefer another feature|Character creation]]
[[Yes, I want this feature|Start]]
<<set $character to "Literate">>You assume this is Francisco and pull the boy by the arm as you run away, making him run with you. <<set $francisco to 1>><<set $escape +=1>><<set $grupo to 1>>
<<if $vigilante isnot "">>$vigilante, who was guarding the entrance, enters through the door and says: "They're coming from the front, we need an escape route."<</if>> <<if $vigilante isnot "Maria">><<set $escape +=1>><</if>>
[[Exit through the front door]]
[[Exit through the side door]]
<<if $window is 1>>[[Jump through the back window]]<</if>>Your character knows how to fight capoeira and use weapons and will have a bonus in any combat during this story.
[[No, I prefer another feature|Character creation]]
[[Yes, I want this feature|Start]]
<<set $character to "Fighter">>How will you attack?
[[Attack the capitão do mato with the knife]]
[[Attack the whites with the knife]]
<<if $pistol > 0>>[[Attack the capitão do mato with the pistol]]<</if>>
<<if $pistol > 0>>[[Attack the whites with the pistol]]<</if>>
<<set $attack to 0>>
<<if $character is "Fighter">><<set $attack += 1>><</if>>
<<if $wound isnot "">><<set $attack -= 1>><</if>>
<<if $tonho is 1 and $fertonho is 0>><<set $ataque += 1>><</if>>You ask Maria to stay awake so you can sleep. She doesn't accept it and says that if you sleep and something happens, it will be all your fault.
<<if $character is "Perceptive">>[[Stay awake|Strange noises]]<<else>>[[Stay awake|Keep watch]]<</if>>
[[Sleep, sleep is too heavy|You slept]]
[[Ask someone else to keep watch for you|Let someone else keep watch]]<<if $front is "Maria" or ($front is "You" and $personage is "Perceptive")>>\
$front, experienced in bush survival, leads the group safely away from Porto Calvo. Now they need to make the trip back to Quilombo. \
<<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
[[Return to Quilombo]]
<<else>>\
$front seems indecisive and it soon becomes obvious that he didn't know how to lead the group, and now they are lost in the middle of the dense forest. <<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder. <<set $pistol to 1>><</if>>Suddenly, a frightening sound makes everyone's heart race: the roar of a jaguar!
While everyone is scared, the jaguar appears out of nowhere and jumps on $reta!
[[Try to get rid of the jaguar]]
<<if $pistol > 0>>[[Shoot the jaguar]]<</if>>
<<if $pistol > 0>>[[Fire Up]]<</if>>
<</if>>
<<if !recall('deeds.jaguar')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.jaguar', { title: "Encounter in the Jungle", description: "Had a surprising encounter with a jaguar in the forest.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Encounter in the Jungle<</notify>><</if>>\<<if $character is "Perceptive">>\
You, an experienced bush survivalist, have arrived safely away from Porto Calvo. Now you need to make the trip back to Quilombo. \
<<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
[[Return to Quilombo]]
<<else>>\
You seem indecisive and it soon becomes obvious that you are lost in the middle of the dense forest. <<if $pistol is 2 and $pólvora is 1>>You take this moment to reload the pistol using the gunpowder. <<set $pistol to 1>><</if>>Suddenly, a frightening sound makes your heart race: the roar of a jaguar!
While you are scared, the jaguar appears out of nowhere and jumps on you!
[[Try to get rid of the jaguar]]
<<if $pistol > 0>>[[Shoot the jaguar]]<</if>>
<<if $pistol > 0>>[[Fire Up]]<</if>>
<</if>>\
<<if !recall('deeds.jaguar')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.jaguar', { title: "Encounter in the Jungle", description: "Had a surprising encounter with a jaguar in the forest.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Encounter in the Jungle<</notify>><</if>>\<<set $n1 to 5>><<set $n2 to 3>>Manuel evaluates his load<<if $corn is 0>><<set $n1 to 3>><<set $n2 to 2>>, which now consists only of beans,<</if>> and offers $n1 hoes and $n2 hammers.
[[Accept]]
[[Bargain]]No one will be on guard.
[[Open the church door]]
[[Turn around and look for the priest's house]]
<<set $vigil to "">>You decide to leave the objects on the table.
[[Open the door on the right]]
[[Open the left door]]
[[Back to room|Go to room]]
<<set $bible to 0>>
<<set $crucifix to 0>>You allow the armed men to take the donkey with the load.
You failed in this mission, but you still have a mission to fulfill, which is to rescue the boy Francisco.
[[Follow to Porto Calvo|Follow group]]
[[Back to Quilombo]]
<<set $corn to 0>>\
<<set $beans to 0>>\
<<set $donkey to 0>>\
<<timed 2s>>\
<<audio "action" stop>>\
<<audio "track" play>>\
<</timed>>\Moiara is looking at Francisco as she tells you:
- Do you also see that he will be a great warrior for his people?
[[- Yes, I feel that way too]]
[[- No, what do you mean?]]
[[- How do you know?]]
<<if !recall('deeds.anciana')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.anciana', { title: "Ancient Wisdom", description: "Talked to the indigenous elder about Francisco.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Ancient Wisdom<</notify>><</if>>\<<if $pistol is 1 and !recall('deeds.pistol')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.pistol', { title: "The Smoke and the Trigger", description: "Got a gun with gunpowder.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: The Smoke and the Trigger<</notify>><</if>>\
<<if $priest is -1 and !recall('deeds.anticlericalismo')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.anticlericalismo', { title: "Anti-clericalism", description: "Religion was an accomplice to slavery.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Anti-clericalism<</notify>><</if>>\
<<if $francisco is 1 and !recall('deeds.francisco')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.francisco', { title: "The young Francisco", description: "Rescued Francisco from the hands of the colonizer.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: The young Francisco<</notify>><</if>>\
<<if $captain is -1 and !recall('facts.captain')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('facts.captain', { title: "The Axe That Cuts the Tree", description: "Killed the capitão do mato.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: The Axe That Cuts the Tree<</notify>><</if>>\
<<if $crucifix is 2 and !recall('deeds.crucifix')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.crucifix', { title: "Unexpected Protection", description: "A crucifix blocked the shot that would have been fatal.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Unexpected Protection<</notify>><</if>>\<<set $foices to 3>><<if $corn is 0>><<set $foices to 2>><</if>>You complain that this is too little and try to haggle. Manuel does some math on a piece of paper to prove that the price is fair.<<if $character is "Literate">> You realize that there is an error in the math and correct the seller. Manuel apologizes and includes $foices sickles and 1 barrel of gunpowder.<<set $gunpowder to 1>><<else>> Since you don't know how to do math, you can't check if it's right, and you accept the price.<<set $foices to 0>><</if>>
<<if $group is 0>>You unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with the mission|Go it alone]]<<else>>You unload the donkey and can finally rest a little. Now all that's left is to rescue the boy who lives with the priest.
[[Continue with mission|Follow group]]<</if>>
<<set $hoes to $n1>>
<<set $hammers to $n2>>
<<set $corn to 0>>
<<set $beans to 0>>
<<if $foices > 0 and !recall('deeds.justice')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.justice', { title: "Justice on the Scale", description: "Negotiated the cargo for a fair price.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Justice on the Scale<</notify>><</if>>\Maria uses a hairpin to unlock the door without making noise.
You enter and find yourself in the kitchen. There is a wood-burning stove, some iron pots and pans, a table and two stools, and several shelves with some plates, mugs, and kitchen utensils. In one corner there is a small pantry, with several jars of food and a piece of dried meat hanging. There is a door that leads outside the house, a door that leads to the living room, and a door next to the pantry.
[[Go to room]]
[[Get objects from the kitchen]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>
<<audio "port" play>>Simião tries a few times, but he can't open this door. Finally, he gives up. <<set $alarm +=1>>
[[Enter through the front door]]
[[Enter through one of the windows]]
<<if $tonho is 1>>[[Ask Tonho to break down the door]]<</if>>
<<if $maria is 1>>[[Ask Maria to break down the door]]<</if>>
<<audio "port" play>>Tonho breaks down the door with brute force, but it makes a lot of noise.
You enter and find yourself in the kitchen. There is a wood-burning stove, some iron pots and pans, a table and two stools, and several shelves with some plates, mugs, and kitchen utensils. In one corner there is a small pantry, with several jars of food and a piece of dried meat hanging. There is a door that leads outside the house, a door that leads to the living room, and a door next to the pantry.
[[Go to room]]
[[Get objects from the kitchen]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>
<<set $alarm +=2>>
<<audio "door2"play>>Maria and Tonho hold Simião by the shoulders and lead him back to Quilombo. You continue alone to Porto Calvo.
After walking for half a day, you enter the village and people look at you suspiciously. They don't feel comfortable with quilombolas around, because they are afraid of Palmares' attacks on their mills and houses in search of tools and weapons. However, the food you bring from the mountains serves to satisfy the people's hunger and is also sold to the coastal villages, which generates a good profit for the merchants. That's why there is always someone in the villages near Palmares willing to do business.
Knowing this, you lead the donkey through the square to the house of a merchant named Manuel Bento, an old customer of the quilombolas. He greets you at the door and asks:
- Hello, what can I do for you?
[[Negotiate]]
<<set $maria to 0>>\
<<set $tonho to 0>>\
<<set $group to 0>>\
<<if $simião is -1>><<set $simião to 0>><</if>>\Maria puts Simião on her shoulder and takes him back to Quilombo. You continue to Porto Calvo with Tonho.
After walking for half a day, you enter the village and people look at you suspiciously. They don't feel comfortable with quilombolas around, because they are afraid of Palmares' attacks on their mills and houses in search of tools and weapons. However, the food you bring from the mountains serves to satisfy the people's hunger and is also sold to the coastal villages, which generates a good profit for the merchants. Therefore, in the villages near Palmares, there is always someone willing to do business.
Knowing this, you lead the donkey through the square to the house of a merchant named Manuel Bento, an old customer of the quilombolas. He greets you at the door and asks:
- Hello, what can I do for you?
[[Negotiate]]
[[Let Tonho negotiate]]
<<set $maria to 0>>\Tonho puts Simião on his shoulder and takes him back to Quilombo. You continue to Porto Calvo with Maria.
After walking for half a day, you enter the village and people look at you suspiciously. They don't feel comfortable with quilombolas around, because they are afraid of Palmares' attacks on their mills and houses in search of tools and weapons. However, the food you bring from the mountains serves to satisfy the people's hunger and is also sold to the coastal villages, which generates a good profit for the merchants. Therefore, in the villages near Palmares, there is always someone willing to do business.
Knowing this, you lead the donkey through the square to the house of a merchant named Manuel Bento, an old customer of the quilombolas. He greets you at the door and asks:
- Hello, what can I do for you?
[[Negotiate]]
[[Let Maria negotiate]]
<<set $tonho to 0>>\Maria holds Tonho and helps him run.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $escape +=1>>Simião holds Maria and helps her run.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $escape +=1>>Simião holds Tonho and helps him run.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $escape +=1>>Tonho holds Maria and helps her run.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $escape +=1>>You take the Bible and keep it with you.
[[Open the door on the right]]
[[Open the left door]]
[[Back to room|Go to room]]
<<if $crucifix is 0>>[[Get the crucifix]]<</if>>
<<set $bible to 1>>
<<set $alarm +=1>>The crucifix appears to be made of gold, it could be worth a lot of money. You take it and keep it with you.
[[Open the door on the right]]
[[Open the left door]]
[[Back to room|Go to room]]
<<if $bible is 0>>[[Get the Bible]]<</if>>
<<set $crucifix to 1>>
<<set $alarm +=1>>You look for something in the kitchen, and find only a little food and a few utensils.
[[Go to room]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>
<<set $alarm +=1>>What do you want to get?
<<if $bible is 0>>[[Get the Bible]]<</if>>
<<if $crucifix is 0>>[[Get the crucifix]]<</if>>
[[Don't pickup anything]]You search the room but find nothing of value.
[[Follow the corridor]]
[[Go through the side door|Kitchen]]
<<set $alarm +=1>>Your character has good perception and details that are hidden from other characters will be shown during this story.
[[No, I prefer another feature|Character creation]]
[[Yes, I want this feature|Start]]
<<set $character to "Perceptive">>Maria says she knows Porto Calvo and that she is worried about how to get into the Priest's house without alerting the dogs.
[[Head to the village]]
<<if $faloutonho is 0>>[[Talk to Tonho]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião]]<</if>>Simião says that the quilombo's relations with Porto Calvo are reasonable, considering that some merchants don't mind doing business with the quilombo, but they may want to cheat. It's necessary to check the accounts to see if they are being honest.
[[Head to the village]]
<<if $faloumaria is 0>>[[Talk to Maria]]<</if>>
<<if $faloutonho is 0>>[[Talk to Tonho]]<</if>>Tonho says he doesn't know Porto Calvo, but that it's good to be aware of bandits on the road.
[[Head to the village]]
<<if $faloumaria is 0>>[[Talk to Maria]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião]]<</if>>- They're fine, they're outside, waiting for you.
[[Leave the hut]]
[[Ask where I am]]
[[Ask about the injury]]- You don't need to worry. He has a mission for you. Don't delay, Ganga isn't very patient.
[[Follow Ganga Zona]]- You're in our house. You're fine. You can go home soon.
[[Leave the hut]]
[[Ask about the injury]]
<<if $group is 1>>[[Ask about others]]<<else>>\<</if>>Ganga Zumba makes hand gestures as he explains:
- The priest's house is next to the church in Porto Calvo. As soon as you arrive, you'll see the church tower. Enter the house at night without anyone seeing you and find the boy. Tell him that the quilombo is calling. If he doesn't want to come, try to convince him. The most important thing is that no one sees you and you don't end up in the stocks, do you hear?
Taking each one's shoulder, he says:
- I trust that you are the right people for this mission. Now follow Ganga Zona to get the things and prepare for the mission.
[[Accept the mission]]- It will be a memory, but your spirit is strong.
[[Leave the hut]]
[[Ask where I am]]
<<if $group is 1>>[[Ask about others]]<<else>>\<</if>>This door is locked.
[[Try to break in]]
[[Enter through the front door]]
[[Enter through one of the windows]]
<<if $tonho is 1>>[[Ask Tonho to break down the door]]<</if>>
<<if $maria is 1>>[[Ask Maria to break down the door]]<</if>>
<<if $simião is 1>>[[Ask Simião to break down the door]]<</if>>
<<audio "port" play>>You continue your journey back to Quilombo. When you finally arrive, you have some time to rest and recover from the journey. Some time later, you are called again by Ganga Zumba, who evaluates the success of your mission:
<<set $points to 0>>\
- \
<<if $donkey is 1>><<set $points +=1>>I'm glad you didn't lose the donkey, \
<<if $hoes is 5>><<set $pontos +=1>>and that it arrived in Porto Calvo with the cargo intact. <<else>>despite having lost part of the cargo on the way. <</if>>\
<<if $foices > 0>><<set $points +=1>>And I see you made a good deal. That's very good, these tools will be very useful to us. <</if>>\
<<if $pistol > 0>><<set $points +=1>>Especially that pistol you brought. <</if>>\
<<else>>You let thieves take the donkey, this will bring losses to this shack.\
<</if>>\
<<if $francisco is 1>><<set $points +=2>>But what makes me happy is that you brought my nephew back! <<else>><<set $points -=2>>But I'm really disappointed that I won't see my nephew with you. It was very important that you found him and brought him here. <</if>>\
<<set $people to []>>\
<<if $fertonho is 1>><<run $people.push('Tonho')>><</if>>\
<<if $fermaria is 1>><<run $people.push('Maria')>><</if>>\
<<if $fersimião is 1>><<run $people.push('Simião')>><</if>>\
<<if $people.length is 1>><<set $points -=1>>$people were injured during the mission, but will be fine. <<elseif $people.length > 1>><<set $points -=1>><<= $people.join(' and ')>> were injured during the mission, but will be fine. <</if>>\
<<set $people2 to []>>\
<<if $tonho is 0>><<run $people2.push('Tonho')>><</if>>\
<<if $maria is 0>><<run $people2.push('Maria')>><</if>>\
<<if $simião is 0>><<run $people2.push('Simião')>><</if>>\
<<if $people2.length is 1>>$people2 returned here before you, and is fine. <<elseif $people2.length > 1>><<set $points -=1>><<= $people2.join(' and ')>> returned here before you, and is fine. <</if>>\
<<set $people3 to []>>\
<<if $tonho is -1>><<run $people3.push('Tonho')>><</if>>\
<<if $maria is -1>><<run $people3.push('Maria')>><</if>>\
<<if $simião is -1>><<run $people3.push('Simião')>><</if>>\
<<if $people3.length > 0>><<set $points -=2>>Unfortunately, we have lost <<= $people3.join(' e ')>>. A great loss! His relatives are inconsolable. <</if>>\
<<if $whites is -1>>You survived a tough battle with the whites, but they won't give up on us. <</if>>\
<<if $captain is -1>><<set $points +=1>>As for the capitão do mato, at least that traitor won't bring us any more trouble. <</if>>\
<<if $group is 0>>And you were very lucky to have made it here alive.
<<if !recall('deeds.solidao')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.solidao', { title: "Solidão e Sangue", description: "Reached the end alone, with the group injured or dead.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Solidão e Sangue<</notify>><</if>>\
<</if>>\
- \
<<if $points < 0>>\
Because of all this, I regret sending you on this mission. It wasn't worth it. You can still live here, but don't expect anything more from me.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<<elseif $points is 0>>\
For all that, I don't know if it was worth sending you on this mission. I won't make that mistake again.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<<elseif $points > 0 and $points < 3>>\
For all that, maybe it wasn't so bad, but I certainly expected better from you. You will be rewarded, but I hope you don't disappoint me.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<<elseif $points > 2 and $points < 5>>\
For all these reasons, I believe the result was satisfactory. But it can be improved. You will be rewarded, keep it up.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<<elseif $points > 4 and $points < 7>>\
<<if $francisco is 1>>All in all, I think it was an excellent performance, congratulations! You will be generously rewarded, and you are invited to my celebratory banquet!
[[Go to the banquet]]
<<else>>You did very well, but I was still hoping that you would bring my nephew back. Until he comes, I won't rest.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>
<<if !recall('deeds.franciscofinal')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.franciscofinal', { title: "Something missing", description: "It got to the end, but it didn't bring Francisco back.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Something missing<</notify>><</if>>\
<</if>>
<<elseif $points > 6>>\
I knew I could count on you! But you surprised me! For everything you did, you earned the title of Quilombo warrior, you are the guest of honor at my celebratory banquet!
[[Go to the banquet]]
<<if !recall('deeds.warrior')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.warrior', { title: "Guerreira do Quilombo", description: "You have become a Warrior of the Quilombo, ready to fight for freedom.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Warrior of the Quilombo<</notify>><</if>>\
<</if>>
<<if $points <= 0 and !recall('deeds.disappointment')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.disappointment', { title: "On the Edge of Confidence", description: "Disappointed Ganga Zumba. Try again.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: On the Edge of Confidence<</notify>><</if>>\Remembering the open window, you head towards it. <<if $wound isnot "">>Unfortunately, since you are injured, it takes you longer to jump out the window.<<set $escape +=1>><</if>>
<<if $escape > 1>><<if $tonho is 1 and random(1,10) > 5>>During the escape, Tonho is shot in the leg by a shotgun blast. He needs help or he will be caught!
[[Leave Tonho to his own devices]]
[[Help Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho]]<</if>>
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fertonho to 1>>
<<elseif $maria is 1 and random(1,10) > 5>>During the escape, Maria is shot in the leg by a shotgun blast. She needs help or she will be caught!
[[Leave Maria to her own devices]]
[[Help Maria]]
<<if $tonho is 1>>[[Ask Tonho to help Maria]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Maria]]<</if>>
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fermaria to 1>>
<<else>>The shots graze you, but you manage to escape in time. Now you need to choose what to do.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<</if>><<else>>You manage to escape in time. Now you need to choose what to do.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<</if>>You take advantage of this moment to reload the pistol using gunpowder.
[[Leave the house]]
<<set $pistol to 1>>
<<set $alarm +=1>>Now choose the person who will be in the rear:
<<if $front isnot "You">>[[You|Mato][$straight to "you"]]<</if>>
<<if $tonho is 1 and $front isnot "Tonho">>[[Tonho|Mato][$straight to "Tonho"]]
<</if>>\
<<if $maria is 1 and $fronte isnot "Maria">>[[Maria|Mato][$reta to "Maria"]]
<</if>>\
<<if $simião is 1 and $front isnot "Simião">>[[Simião|Mato][$straight to "Simião"]]<</if>>The way back to Quilombo is not easy. \
<<if $fertonho is 1 or $fermaria is 1 or $fersimião is 1 or $ferimento isnot "">>Especially when you are injured. \<</if>>\
<<if $francisco is 1>>Francisco seems eager to get to Quilombo. \ <</if>>\
<<if $donkey is 1>>And the donkey seems to be walking slower. \<</if>>\
<<if $pistol is 2 and $pólvora is 1>>You take this moment to reload the pistol using the gunpowder. <<set $pistol to 1>><</if>>The next day, quite tired, you come across a group of three natives on the horizon, some of them armed with bow and arrow. <<if $character is "Literate">>They are Xucurus, you recognize them by their typical adornments. And apparently, they are dressed for war, so you better be careful.<<elseif $simião is 1>>"They are Xucurus", says Simião, "you recognize them by their typical adornments. And apparently, they are dressed for war, so you better be careful", he advises.<</if>>
[[Talk to them]]
[[Avoid contact and proceed|Continue]]<<if $priest is 1 and $priestsleeps is 0>>\
As soon as their backs are turned, the priest begins ringing a bell and shouting, alerting the people of the village. Their only option now is to flee.
[[Exit through the front door]]
[[Exit through the side door]]
<<if $window is 1>>[[Jump through the back window]]<</if>>
<<audio "dogs" play>>\
<<elseif $alarm >3>>\
<<if $watchdog is "">>\
<<set $escape +=1>>\
<<else>>\
$guard, who was watching the entrance, comes through the door and says: "They're coming from the front, we need an escape route."
<</if>>\
<<if $vigil isnot "Maria">><<set $escape +=1>><</if>>\
You hear the sound of barking from outside the house. It seems that someone heard the noise you made in the house and came to investigate.
[[Exit through the front door]]
[[Exit through the side door]]
<<if $window is 1>>[[Jump through the back window]]<</if>>
<<audio "dogs" play>>\
<<timed 1s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\
<<else>>\
You leave the house. Everything seems to be calm. Now all you have to do is return to Quilombo.
[[Return to Quilombo]]\
<</if>>
<<set $vigil to "">>\
<<if $tonho is 2>><<set $tonho to 1>><</if>>\
<<if $maria is 2>><<set $maria to 1>><</if>>\
<<if $simião is 2>><<set $simião to 1>><</if>>\<<if $group is 1>>\
<<set $people to []>>\
<<if $tonho is 1>><<run $people.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $people.push('Maria')>><</if>>\
<<if $simião is 1>><<run $people.push('Simião')>><</if>>\
<<if $francisco is 1>><<run $people.push('Francisco')>><</if>>\
You go outside and see <<= $people.join(', ')>> eating around a campfire. They seem to be fine and unharmed. You soon discover that they have been unconscious for two days. You spend another day getting stronger to return to Quilombo. The time has come to leave. <<if $francisco is 1>>Moiara, the oldest, wants to tell you something before you go.<</if>>
[[Go away|Continue]]
<<if $francisco is 1>>[[Listen to Moiara]]<</if>>
<<else>>\
You go out and see people eating around a campfire. You soon discover that you have been unconscious for two days. You spend another day getting stronger to return to Quilombo. The time comes to leave. You thank the natives and say goodbye.
[[Continue]]
<</if>>You walk out of the house through the front door, and are met by armed men coming towards you. <<if $wound is "leg">>Unfortunately, since your leg is injured, you can't run as fast.<<set $escape +=1>><</if>>
<<if $tonho is 1>>During the escape, Tonho is shot in the leg by a shotgun blast. He needs help or he will be caught!
[[Leave Tonho to his own devices]]
[[Help Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho]]<</if>>
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fertonho to 1>>
<<elseif $maria is 1>>During the escape, Maria is shot in the leg by a shotgun blast. She needs help or she will be caught!
[[Leave Maria to her own devices]]
[[Help Maria]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fermaria to 1>>
<<else>>You are shot and fall to the ground. Unable to escape, you are caught by the foremen. Unfortunately, your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>><</if>>
<<set $escape +=1>>You exit the house through the kitchen door. Armed men are approaching. <<if $wound is "leg">>Unfortunately, since your leg is injured, you can't run as fast.<<set $escape +=1>><</if>>
<<if $escape > 0>><<if $tonho is 1 and random(1,10) > 5>>During the escape, Tonho is shot in the leg by a shotgun blast. He needs help or he will be caught!
[[Leave Tonho to his own devices]]
[[Help Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho]]<</if>>
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fertonho to 1>>
<<elseif $maria is 1 and random(1,10) > 5>>During the escape, Maria is shot in the leg by a shotgun blast. She needs help or she will be caught!
[[Leave Maria to her own devices]]
[[Help Maria]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<<set $fermaria to 1>>
<<else>>The shots graze you, but you manage to escape in time. Now you need to choose what to do.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<</if>><<else>>You manage to escape in time. Now you need to choose what to do.
[[Enter the thicket]]
[[Keep running]]
<<if $pistol > 0>>[[Shoot them with the pistol]]<</if>>
<</if>><<if $character is "Perceptive">>As you get closer, you are shocked to recognize that one of the men riding a horse and holding a gun is Bastião, who was from the sugar mill where you escaped. You believed that he had been killed after the escape, but apparently he became a capitão do mato! From what you were able to hear, you discover that they are after mulambos, and are offering firearms to the natives if they help them. The chief, however, does not seem very willing to help. The whites seem quite irritated.
[[Attack by surprise]]
[[Try to talk to them]]
[[Leave while you can]]
<<else>>As you get closer, you realize that they are fugitive hunters, and they have a traitor among them, a capitão do mato. From what you have heard, you discover that they are after mules, and are offering firearms to the natives if they help them. The chief, however, does not seem very willing to help. The whites seem quite irritated.
[[Attack by surprise]]
[[Try to talk to them]]
[[Leave while you can]]
<</if>>You follow Ganga Zona to a tent, where you see Ganga Zumba flanked by two quilombo warriors. In front of him are other quilombolas, whom you soon recognize: Maria, Tonho and Simião.
Standing up, Ganga Zumba tells them:
- You are new here, and you arrived at the quilombo at the same time. For some time, we watched and monitored you, but you have earned our trust. Now it is time for you to give back what Palmares gave you.
He looks at you and explains:
- I have a mission for you. A very important mission. Our harvest was plentiful and it is time to negotiate the surplus with the white men. We need hoes, hammers, sickles and, if possible, some gunpowder.
He points outside and says:
- You will take a load of corn and beans to Porto Calvo and exchange them for these things we need. Be careful not to get robbed and try to negotiate a good price.
Ganga Zumba's face becomes serious, he continues, in a deeper voice:
- I have another special mission for you. Eight years ago, Palmares was attacked and many people were captured. Among them was a child, my nephew. We discovered that this boy was left with a priest from Porto Calvo, who raised him under the name Francisco. You must bring the boy back. You will enter his house at night and find the boy, being careful not to let anyone see him.
Turning your back, you hear him say:
- It's time for my nephew to come home!
[[Accept the mission]]
[[Ask about mission]]You continue on the mission to rescue the boy.
It's too risky to stay here for too long. You could end up being captured and sold back into slavery. So, you can never be too careful. <<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
You wait until the moon is high in the sky, when everyone in the village must have been asleep for many hours, and walk towards the church,<<if $character is "Perceptive" or $maria is 1>> avoiding the streets with dogs.<<else>> as a dog starts barking in one of the houses, forcing you to hurry.<<set $alarm +=1>><<timed 2s>><<audio "dogs" play>><</timed>><</if>>
Arriving at the church they realize that the door is closed.
[[Open the church door]]
[[Turn around and look for the priest's house]]
[[Choose who will be on watch]]Maria and Tonho protest against your decision and decide to take Simião back to Quilombo. You head to Porto Calvo.
After walking for half a day, you enter the village and people look at you suspiciously. They don't feel comfortable with quilombolas around, because they are afraid of Palmares' attacks on their mills and houses in search of tools and weapons. However, the food you bring from the mountains serves to satisfy the people's hunger and is also sold to the coastal villages, which generates a good profit for the merchants. That's why there is always someone in the villages near Palmares willing to do business.
Knowing this, you lead the donkey through the square to the house of a merchant named Manuel Bento, an old customer of the quilombolas. He greets you at the door and asks:
- Hello, what can I do for you?
[[Negotiate]]
<<set $maria to 0>>\
<<set $tonho to 0>>\
<<set $group to 0>>\This is a hallway with a door on each side. On the wall straight ahead is a small table<<if $bible is 0 and $crucifix is 0>> with a bible and a silver crucifix on top of it<<else>><<if $bible is 0>> with a bible on top of it<</if>><<if $crucifix is 0>> with a gold crucifix on top of it<</if>><</if>>.
[[Open the door on the right]]
[[Open the left door]]
[[Back to room|Go to room]]
<<if $bible is 0 or $crucifixo is 0>>[[Pick up objects from table]]<</if>>After walking for half a day, you enter the village and people look at you suspiciously. They don't feel comfortable with quilombolas around, because they are afraid of Palmares' attacks on their mills and houses in search of tools and weapons. However, the food you bring from the mountains serves to satisfy the people's hunger and is also sold to the coastal villages, which generates a good profit for the merchants. Therefore, in the villages near Palmares, there is always someone willing to do business.
Knowing this, you lead the donkey through the square to the house of a merchant named Manuel Bento, an old customer of the quilombolas. He greets you at the door and asks:
- Hello, what can I do for you?
[[Negotiate]]
[[Let Tonho negotiate]]
[[Let Maria negotiate]]
[[Let Simião negotiate]]
<<if $beans is 1 and $corn is 1 and !recall('deeds.crossing')>><<set $unlockedAt = new Date().toLocaleDateString()>><<run memorize('deeds.crossing', { title: "Perfect Crossing", description: "Arrived in Porto Calvo with the cargo intact and no injuries.", unlockedAt: $unlockedAt })>><<notify 5s>>Achievement unlocked: Perfect Crossing<</notify>><</if>>\You start to descend the mountain towards the village with the other members of the group, curious about the fact that Ganga Zumba has trusted you with such an important mission.
The donkey loaded with food makes its way with difficulty along the narrow trails, and you walk slowly all day.
[[Taking care of the donkey]]
[[Chat with Maria]]
[[Chat with Tonho]]
[[Chat with Simião]]You continue on the mission to rescue the boy.
It's too risky to stay here for too long. A person like you could end up being captured and sold back into slavery. So you can never be too careful.<<if $pistol is 2 and $pólvora is 1>>You take advantage of this moment to reload the pistol using the gunpowder.<<set $pistol to 1>><</if>>
You wait until the moon is high in the sky, when everyone in the village must have been asleep for many hours, and walk towards the church,<<if $character is "Perceptive">> avoiding the streets with dogs.<<else>> as a dog starts barking in one of the houses, forcing you to hurry.<<set $alarm +=1>><<timed 2s>><<audio "dogs" play>><</timed>><</if>>
Arriving at the church, he realizes that the door is closed.
[[Open the church door]]
[[Turn around and look for the priest's house]]Simião agrees to keep watch in his place, but only this once.
You sleep peacefully until you are woken up by a strange noise.
Three men armed with knives are surrounding his camp. Their leader is pointing a pistol at Simião's head:
- Hand over the donkey and the load or I'll shoot!
[[Let them take it|Don't react]]
[[Face the bandits|Face the bandits - Simião]]
<<timed 2s>>
<<audio "track" stop>>
<<audio "action" play>>
<</timed>>[img[Zumbi-dos-Palmares.jpg]]
Zumbi dos Palmares was born in 1655, in the state of Alagoas. An icon of black resistance to slavery, he led the Quilombo dos Palmares, a free community formed by slaves who escaped from farms in Colonial Brazil. Located in the Serra da Barriga region, it is currently part of the Alagoas municipality of União dos Palmares.
Although he was born free, Zumbi was captured at the age of seven and handed over to a Catholic priest, where he was baptized and named Francisco. He learned Portuguese and the Catholic religion, and even helped the priest celebrate masses. However, at the age of 15, he returned to live in the quilombo, for which he fought until his death in 1695.
Zumbi is considered one of the greatest leaders in our history. A symbol of the fight against slavery, he also fought for freedom of religious worship and the practice of African culture in the country. The day of his death, November 20, is remembered and celebrated throughout the country as Black Awareness Day.
Source: [[http://www.palmares.gov.br/?page_id=8192]]
[[End]]The quilombo, which in the Bantu language means “settlement”, was the physical space of resistance to slavery. Fleeing from coffee plantations and sugar cane plantations, black people who refused submission, exploitation and violence of the colonial slave system gathered in the forests and formed housing units with a relative degree of organization and social, economic and political development.
They were groups created in hard-to-reach places, and which had weapons and defense strategies against invasion by militias and government troops. Colonial Brazil coexisted with hundreds of quilombola communities, spread mainly across the current states of Bahia (BA), Pernambuco (PE), Goiás (GO), Mato Grosso (MT), Minas Gerais (MG) and Alagoas (AL).
In Brazil, the most famous quilombola community was Palmares, founded in the 16th century by the Congolese princess Aqualtune, mother of the legendary Ganga-Zumba, and located in Serra da Barriga, in the municipality of União dos Palmares (AL). Along with the villages of Ambrósio (MG) and Campo Grande (SP/MG), it is part of the group of the largest centers of black resistance in the country.
Created in late 1590, Quilombo dos Palmares became an autonomous state, resisting attacks from the Dutch, Portuguese-Brazilians and São Paulo bandeirantes for almost a hundred years. In 1695, it was completely destroyed, one year after the death of Zumbi, who was assassinated by Domingos Jorge Velho, a bandeirante hired to suffocate Palmares and other quilombos close to it.
Source: [[http://serradabarriga.palmares.gov.br/?page_id=619]]
[[Back|Intro]]- I'm ready to leave here.
Francisco joins the group.
[[Leave the house]]
<<if $pistol is 2 and $powder is 1>>[[Reload the pistol]]<</if>>
<<set $francisco to 1>>
<<set $group to 1>><<if $character>>''Character'': $character.
<</if>>\
<<if $group is 1>>''Group'': <<if $tonho > 0>>Tonho. <</if>><<if $maria > 0>>Maria. <</if>><<if $simião > 0>>Simião. <</if>><<if $francisco > 0>>Francisco.<</if>>
<</if>>\
<<if $donkey is 1>>''Donkey'': <<if $corn is 1>>Corn. <</if>><<if $beans is 1>>Beans. <</if>><<if $hoes > 0>>$hoes hoes. <</if>><<if $hammers > 0>>$hammers hammers. <</if>><<if $sickles >0>>$sickles sickles. <</if>><<if $gunpowder is 1>>1 barrel of gunpowder.<</if>>
<</if>>\
<<if $pistol is 1>>You have a loaded pistol. <</if>><<if $pistol is 2>>You have an unloaded pistol. <</if>><<if $bible is 1>>You have a bible. <</if>><<if $crucifix is 1>>You have a crucifix.<</if>><<if $crucifix is 2>>You have a crucifix dented by a bullet.<</if>>
<<if $vigil isnot "">>$vigil is standing watch at the door.
<</if>>\
<<if $wound is "arm">>You have an injured arm. <</if>><<if $wound is "leg">>You have an injured leg. <</if>><<if $fertonho is 1>>Tonho is injured. <</if>><<if $fermaria is 1>>Maria is injured. <</if>><<if $fersimião is 1>>Simião is injured. <</if>><<cacheaudio "track" "https://contrafatual.files.wordpress.com/2019/11/drums-of-the-deep.ogg">>
<<cacheaudio "action" "https://contrafatual.files.wordpress.com/2019/11/round-drums.ogg">>
<<cacheaudio "cat" "https://contrafatual.files.wordpress.com/2019/11/cat.ogg">>
<<cacheaudio "shot" "https://contrafatual.files.wordpress.com/2019/11/tiro.ogg">>
<<cacheaudio "punch" "https://contrafatual.files.wordpress.com/2019/11/soco.ogg">>
<<cacheaudio "door""https://contrafatual.files.wordpress.com/2019/11/porta.ogg">>
<<cacheaudio "door2""https://contrafatual.files.wordpress.com/2019/11/porta2.ogg">>
<<cacheaudio "camping" "https://contrafatual.files.wordpress.com/2019/11/camping.ogg">>
<<cacheaudio "dogs" "https://contrafatual.files.wordpress.com/2019/11/dogs.ogg">>
<<set $character to "">>\
<<set $vigil to "">>\
<<set $wound to "">>\
<<set $pistol to 0>>\
<<set $vigil to "">>\
<<set $corn to 0>>\
<<set $beans to 0>>\
<<set $donkey to 0>>\
<<set $group to 0>>\
<<set $maria to 0>>\
<<set $tonho to 0>>\
<<set $simião to 0>>\
<<set $fertonho to 0>>\
<<set $fermaria to 0>>\
<<set $fersimião to 0>>\
<<set $faloumaria to 0>>\
<<set $faloutonho to 0>>\
<<set $falousimião to 0>>\
<<set $francisco to 0>>\
<<set $window to 0>>\
<<set $alarm to 0>>\
<<set $bible to 0>>\
<<set $crucifix to 0>>\
<<set $escape to 0>>\
<<set $priestsleeps to 1>>\
<<set $priest to 1>>\
<<set $white to 1>>\
<<set $captain to 1>>\
<<set $som to true>>\<<link '@@.icon;@@ Audio'>><<run Dialog.setup("Audio"); Dialog.wiki(Story.get("Audio").processText()); Dialog.open()>><</link>>
<<link '@@.icon;@@ Achievements'>><<run Dialog.setup("Achievements"); Dialog.wiki(Story.get("Achievements").processText()); Dialog.open()>><</link>>
<<link '@@.icon;@@ Credits'>><<run Dialog.setup("Credits"); Dialog.wiki(Story.get("Credits").processText()); Dialog.open()>><</link>>
<a href="https://janosbiro.itch.io/ganga-zumba/donate"><span class="icon"></span> Support</a>[[Threads|https://threads.net/intent/post?text=https://janosbiro.itch.io/ganga-zumba]]
[[Facebook|https://www.facebook.com/v3.3/dialog/share?app_id=542599432471018&href=https://janosbiro.itch.io/ganga-zumba]]<<if $character is "Fighter">><<set $alarm +=2>>\
You break down the door with brute force, but it makes a lot of noise.
You enter and find yourself in the kitchen. There is a wood-burning stove, some iron pots and pans, a table and two stools, and several shelves with some plates, mugs, and kitchen utensils. In one corner there is a small pantry, with several jars of food and a piece of dried meat hanging. There is a door that leads outside the house, a door that leads to the living room, and a door next to the pantry.
[[Go to room]]
[[Get objects from the kitchen]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>
<<audio "door2"play>>
<<elseif $character is "Perceptive">>\
You use a bobby pin to unlock the door without making noise.
You enter and find yourself in the kitchen. There is a wood-burning stove, some iron pots and pans, a table and two stools, and several shelves with some plates, mugs, and kitchen utensils. In one corner there is a small pantry, with several jars of food and a piece of dried meat hanging. There is a door that leads outside the house, a door that leads to the living room, and a door next to the pantry.
[[Go to room]]
[[Get objects from the kitchen]]
<<if $francisco is 0>>[[Open the door next to the pantry]]<</if>>
<<audio "port" play>><</if>><<if $bible is 1>>\
<<if $character is "Literate">>\
You open the Bible and read a passage to the priest: "It is for freedom that Christ has set us free. Therefore stand firm and do not let yourselves be burdened again by a yoke of slavery." But he is clearly not impressed and claims that slavery is a God-given right, and accuses you of stealing his Bible.
[[Intimidate the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<<elseif $simião is 1>>\
Simon opens the Bible you took and reads a passage to the priest: "It is for freedom that Christ has set us free. Therefore stand firm and do not let yourselves be subject again to a yoke of slavery." But he is clearly not impressed and claims that slavery is a right granted by God, in addition to accusing you of stealing his Bible.
[[Intimidate the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<</if>>
<<else>>\
You try to explain to the priest what is happening, but he is not in the mood to talk.<<set $priestsleeps to 0>>
[[Intimidate the priest]]
[[Escape]]
<<if $pistol > 0>>[[Point the gun at the priest]]<</if>>
<</if>>\This was not a good idea, they are not willing to talk or negotiate, and as soon as the capitão do mato sees you, he orders the attack.
[[Run Away|Escape 2]]
[[Fight]]
<<timed 1s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\<<if $reta is "Tonho" or ($reta is "you" and $character is "Fighter")>>\
Using his agility, $reta gets rid of the jaguar, but not without getting hurt.\
<<if $reta is "Tonho">><<set $fertonho to 1>><</if>>\
<<if $straight is "you" and $wound is "">><<set $wound to "leg">><</if>>
[[Return to Quilombo]]
<<else>>\
The fight against the jaguar is desperate, and finally you manage to make it go away, but unfortunately the wounds in the jugular are very deep, and $reta dies shortly after.
<<if $reta is "you">>Your story ends here.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>><<else>>\
<<if $reta is "Tonho">><<set $tonho to -1>><<set $fertonho to 0>><</if>>\
<<if $reta is "Maria">><<set $maria to -1>><<set $fermaria to 0>><</if>>\
<<if $reta is "Simião">><<set $simião to -1>><<set $fersimião to 0>><</if>>\
<<if $tonho <1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $group to 0>><</if>>\
[[Return to Quilombo]]
<</if>>
<</if>><<run forget('deeds')>>Tonho says you're a wimp and agrees to stay on guard.
You sleep peacefully and don't notice anything strange during the night. However, in the morning you discover that Tonho slept instead of staying on guard, and during the night some thieves stole the donkey with its load without anyone noticing. Maria is very angry with Tonho.
You failed in this mission, but you still have a mission to fulfill, which is to rescue the boy Francisco.
[[Follow to Porto Calvo|Follow group]]
[[Back to Quilombo]]
<<set $corn to 0>>
<<set $beans to 0>>
<<set $donkey to 0>>Francisco joins the group.
<<if $maria is 1>>Maria didn't like the way you spoke to the boy.<</if>>
[[Leave the house]]
<<if $pistol is 2 and $powder is 1>>[[Reload the pistol]]<</if>>
<<set $francisco to 1>>
<<set $group to 1>>Maria will keep watch.
[[Open the church door]]
[[Turn around and look for the priest's house]]
<<set $vigil to "Maria">>
<<set $maria to 2>>Simião will keep watch.
[[Open the church door]]
[[Turn around and look for the priest's house]]
<<set $vigil to "Simião">>
<<set $simião to 2>>Tonho will keep watch.
[[Open the church door]]
[[Turn around and look for the priest's house]]
<<set $vigil to "Tonho">>
<<set $tonho to 2>><<if $character is "Perceptive" and random(1,10) > 3>><<goto "Keep watch">><</if>>\
<<if random(1,10) > 5>>You try to keep watch but end up falling asleep and don't notice anything strange during the night. However, in the morning you discover that the donkey and the load have been stolen without anyone noticing. Maria is especially upset about this.
You failed in this mission, but you still have a mission to fulfill, which is to rescue the boy Francisco.
[[Follow to Porto Calvo|Follow group]]
[[Back to Quilombo]]
<<set $corn to 0>>
<<set $beans to 0>>
<<set $donkey to 0>>
<<elseif random(1,10) > 5>>You try to stay on watch but end up falling asleep, until you are woken up by a strange noise.
Three men armed with knives are surrounding his camp. Their leader is pointing a pistol at Simião's head:
- Hand over the donkey and the load or I'll shoot!
[[Let them take it|Don't react]]
[[Face the bandits|Face the bandits - Simião]]
<<timed 2s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\
<<set $simião to 1>>\
<<else>>You try to keep watch but end up falling asleep, until you are woken up by Maria, who heard strange noises coming from the woods. You hide and discover that there are three men approaching the camp, and one of them seems to have a pistol. They don't seem to have good intentions.
[[Wake up the others]]
[[Face the bandits|Face the bandits with Maria]]
<<set $pistol to 0>>\
<<set $wound to "">>\
<<timed 2s>>\
<<audio "track" stop>>\
<<audio "action" play>>\
<</timed>>\
<</if>>You decide to stay outside and guard the entrance. Everything is quiet outside.\
<<if $simião is 1 and random(1,10) > 5>>\
Some time later, Simião, Maria and Tonho come out with a boy and say: "We found Francisco, everything is fine, we can go."
[[Return to Quilombo]]
<<elseif $tonho is 1>>\
Some time later, you hear a scuffle inside the house, and soon after Tonho comes out of the house with a boy, saying that he had to knock the priest out with a blow. Unfortunately, this made enough noise to attract the attention of the village men, who seem to be coming in that direction. Your only option is to flee.
<<set $priest to 0>>\
<<set $escape +=1>>\
<<if $character isnot "Perceptive">><<set $escape +=1>><</if>>\
[[Escape]]
<<timed 1s>><<audio "punch" play>><</timed>>\
<<timed 2s>><<audio "dogs" play>><</timed>>\
<<elseif $maria is 1>>\
Some time later, you hear a scuffle inside the house, and soon after, Maria comes out of the house with a boy, saying that the priest has woken up and she has to run away. The priest is shouting and some men from the village seem to be coming in this direction. Your only option is to run away. Maria says that there is an open window at the back that looks out onto a thicket.
<<set $window to 1>>\
<<if $character isnot "Perceptive">><<set $escape +=1>><</if>>\
[[Escape]]
<<timed 1s>><<audio "punch" play>><</timed>>\
<<timed 2s>><<audio "dogs" play>><</timed>>\
<</if>>- Yes, it's me, and who are you?
[[- Come quickly and don't make noise|Come quickly 2]]
[[- I'm from Quilombo, Ganga Zumba sent for you|I'm from Quilombo 2]]You return to Quilombo empty-handed and without the boy you were tasked with bringing. Your mission was a total failure. Ganga Zumba receives you with clear disappointment in his eyes...
Your story ends here. Try again for a different ending.
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>You return to the Quilombo bringing Simião injured, but without the items you went to exchange and without the boy you were tasked with rescuing. Your mission was a failure. Ganga Zumba receives you with clear disappointment in his eyes... Simião is treated and manages to survive, but it is clear that he was injured because of your rash action, and you will be punished for this, according to the laws of the quilombo.
Your story ends here. Try again for a different ending.
<<link "Go back to a point in the story">><<run 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