The day dawns clear in Palmares. In fields and plantations, people reap the fruits of hard work: manioc, beans and corn enough to feed the entire population, and a rich surplus which will be exchanged in neighboring villages for weapons and metal tools for the quilombo.
The big harvest deserves a celebration and Ganga Zumba has decreed a week of celebration! In the workshops, the craftsmen start their day, while the beating of the blacksmiths' hammers brings the sound of work to all parts of the village. In the central square, the children run and play, while an old woman tells some of the stories of her people to the children gathered around her.
On that day, you wake up with the sun coming through the door and someone calling your name. When you get up, you see Ganga Zona, the brother of Ganga Zumba:
"Get up and come. Zumba wants to talk to you."
[[Ask what happened|Perguntar o que aconteceu]]
[[Follow Ganga Zona|Seguir Ganga Zona]]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 to you all:
"You're new here, and you came to the quilombo about the same time. For a while we watched over you, and you have gained our trust. Now is the time to repay what Palmares has given you."
He looks at you and explains:
"I have a mission for you. A very important mission. Our harvest was full and it is time to negotiate the leftovers with the Portuguese. We need hoes, hammers, scythes, and if possible some gunpowder."
He points out and says:
"You're taking a sack of corn and beans to Porto Calvo, and you're going to trade for us. Be careful not to be stolen and try to negotiate a good price."
Ganga Zumba's face becomes serious. He continues, in a grave voice:
"I have another special assignment 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 the priest of Porto Calvo, who raised him with the name of Francisco. You need to bring the boy back. You will enter the priest house at night and find the boy, being careful not to be seen by anyone.
Turning back, you hear him say:
"It's time for my nephew to come home!"
[[Accept the mission|Aceitar a missão]]
[[Ask about the mission|Perguntar sobre a missão]]
Ganga Zona accompanies the group to a porch, where it offers equipment, supplies and a donkey for the cargo. He gives each a jacket of hard leather to wear and a sharp knife.
You are the person selected to lead the donkey, which is loaded with corn and beans, stored in two baskets. The group should leave immediately.
[[Continue to the village|Seguir para a vila]]
[[Talk to Maria|Falar com Maria]]
[[Talk to Tonho|Falar com Tonho]]
[[Talk to Simião|Falar com Simião]]
<<set $grupo to 1>>\
<<set $maria to 1>>\
<<set $tonho to 1>>\
<<set $simião to 1>>\
<<set $burro to 1>>\
<<set $milho to 1>>\
<<set $feijão to 1>>\
Ganga Zumba gestures as he explains:
"The priest's house is on the side of the church of Porto Calvo, you will see the church tower as soon as you arrive. Stealth into the house at night and find the boy. Tell him the quilombo is calling. The most important thing is that no one sees you, you hear?"
Placing a hand on your shoulder, he says:
"I trust you are the right one for this mission. Now go with Ganga Zona to prepare for the mission.
[[Accept the mission|Aceitar a missão]]You continue towards the village with the other members of the group, curious that Ganga Zumba has entrusted you with such an important mission.
The food-laden donkey stumbles along the narrow tracks, and you walk slowly all day.
[[Watch the donkey|Cuidar do burro]]
[[Chat with Maria|Bater papo com Maria]]
[[Chat with Tonho|Bater papo com Tonho]]
[[Chat with Simião|Bater papo com Simião]]
A snake on the road scared the donkey, but you managed to control it in time. Phew, it was close!
When night falls, you seek a place to rest, and set up a small camp in a clearing. Because the road is dangerous, someone needs to stay on watch at night. It's your turn to stay on watch.
<<if $personagem is "Perceptive">>[[Stay on watch|Barulhos estranhos]]<<else>>[[Stay on watch|Ficar de vigia]]<</if>>
[[Sleep|Você dormiu]]
[[Ask someone else to stay on watch in your place|Deixar outra pessoa ficar de vigia]]
<<timed 3s>><<audio "acampamento" play>><</timed>>Maria is a woman that escaped from slavery and found her way to the quilombo all by herself. When you approach her, she asks "What do you want?" with suspicious eyes. When you try to get her to talk to you, you notice that she runs her hand over the scar on her face, and then she turns away.
[[Ask about Porto Calvo|Perguntar Maria]]
[[Continue to the village|Seguir para a vila]]
<<if $faloutonho is 0>>[[Talk to Tonho|Falar com Tonho]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião|Falar com Simião]]<</if>>
<<set $faloumaria to 1>>Tonho is young man and a competent capoeira warrior. Pulling in a conversation with him, you realize he is very excited about the rescue mission.
[[Ask about Porto Calvo|Perguntar Tonho]]
[[Continue to the village|Seguir para a vila]]
<<if $faloumaria is 0>>[[Talk to Maria|Falar com Maria]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião|Falar com Simião]]<</if>>
<<set $faloutonho to 1>>
Simiao is quiet, always looking down, and you don't know much about him, <<if $personagem is "Perceptive">>except that he is smart<<elseif $personagem is "Literate">>, except he also knows how to read<</if>>. He is worried about the dangers of the road: animals, bandits and slave hunters.
[[Ask about Porto Calvo|Perguntar Simião]]
[[Continue to the village|Seguir para a vila]]
<<if $faloumaria is 0>>[[Talk to Maria|Falar com Maria]]<</if>>
<<if $faloutonho is 0>>[[Talk to Tonho|Falar com Tonho]]<</if>>
<<set $falousimião to 1>>
<<if random(1,10) > 8>><<goto "Você dormiu">><</if>>\
<<if random(1,10) > 7>><<goto "Barulhos estranhos">><</if>>\
The night passes quietly and you do not notice anything except a few strange noises in the woods.
Suddenly, you hear the sound of footsteps behind you. When you turn around, you realize that three men are approaching. Their leader points a pistol at you and says:
"Stay where you are! We just want the cargo. If you stay quiet, no one gets hurt!"
[[Do not react|Não reagir]]
[[Facing the bad guys|Enfrentar os bandidos]]
<<set $pistola to 0>>\
<<set $ferimento to "">>\
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\Who are you going to ask to stay on watch?
[[Tonho]]
[[Maria]]
[[Simião]]
You allow the bandits to take the cargo donkey.
You have failed in this mission, but you still have a mission to fulfill, which is to rescue Francisco.
[[Continue to Porto Calvo|Seguir grupo]]
[[Back to Palmares|Voltar para o Quilombo]]
<<set $milho to 0>>\
<<set $feijão to 0>>\
<<set $burro to 0>>\
<<timed 3s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<if $personagem is "Fighter" and random(1,10) > 4>>You wait for the thief to be distracted and then attack by surprise, making him shoot the air. Maria, Tonho and Simião wake up and face the bad guys. No one is seriously injured, thieves flee away, but leave the pistol behind.
You take the pistol on the floor. It's of no use without gunpowder, but you take it anyway.
<<set $pistola to 2>>
<<else>>As soon as you react the thief shoots you. Your left arm is hit, you fall down in pain. Maria, Tonho and Simião wake up and face the bandits, who flee to the woods.
Simião makes a bandage for your arm, but unfortunately you will have your left arm paralyzed for the rest of the story.
<<set $ferimento to "braço">><<timed 1s>><<audio "tiro" play>><</timed>><</if>>[[Continue to Porto Calvo|Porto Calvo Village]]
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\After two days, you reach the village. They are not comfortable with quilombolas around, because they are afraid of the Palmares attacks on the mills and houses. But the food you bring serves to quench the hunger of the people and is sold to the coastal villages, which makes 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 across the square to the home of a merchant, Manuel Bento, an old acquaintance of the quilombolas. He receives you at the door and asks:
"Hello, what can I do for you?"
[[Negotiate|Negociar]]
[[Let Tonho negotiate|Deixar Tonho negociar]]
[[Let Maria negotiate|Deixar Maria negociar]]
[[Let Simião negotiate|Deixar Simião negociar]]
You return to the Quilombo empty-handed and without the boy you were instructed to bring. Your mission was a complete failure. Ganga Zumba receives you with clear disappointment in his eyes...
Your story ends here. Try again to see a different ending.
Tonho says you're a jerk but agrees to stay on watch.
You sleep soundly and you do not notice anything strange at night. But in the morning you discover that Tonho slept instead of watching, and during the night some thieves took the donkey with the cargo without anyone noticing. Maria is very angry with Tonho.
You have failed in this mission, but you still have a mission to fulfill, which is to rescue Francisco.
[[Continue to Porto Calvo|Seguir grupo]]
[[Back to Palmares|Voltar para o Quilombo]]
<<set $milho to 0>>
<<set $feijão to 0>>
<<set $burro to 0>>You ask Mary to stay awake so you can sleep. She will not accept it and says if you fall asleep and something happens, it's all your fault.
<<if $personagem is "Perceptive">>[[Stay on watch|Barulhos estranhos]]<<else>>[[Stay on watch|Ficar de vigia]]<</if>>
[[Sleep|Você dormiu]]
[[Ask someone else to stay on watch in your place|Deixar outra pessoa ficar de vigia]]
Simiao agrees to stay on watch in your place, but only this time.
You sleep quietly until you are awakened by a strange noise.
Three men are surrounding your camp. Their leader is pointing a pistol to Simião's head:
"Give us the donkey and the cargo, otherwise I'll shoot!"
[[Let them take|Não reagir]]
[[Fight the bandits|Enfrentar os bandidos - Simião]]
<<timed 3s>>
<<audio "trilha" stop>>
<<audio "ação" play>>
<</timed>><<if $personagem is "Fighter" and random(1,10) > 4>>You wait for the thief to be distracted and then attack by surprise, but he shoots Simião. Maria and Tonho wake up and face the bad guys. Simião is seriously injured, thieves flee away.
Maria examines Simião and says that he has been shot in the back, and has to go back to Palmares to be treated there, or else he can get worse and even die.
[[Take Simião back to Palmares|Voltar para o Quilombo levando Simião]]
[[Ask Tonho to take Simiao back|Pedir pro Tonho levar Simião de volta, e completar a missão com ajuda da Maria]]
[[Ask Maria to take Simião back|Pedir pra Maria levar Simião de volta, e completar a missão com ajuda do Tonho]]
[[Ask Maria and Tonho to take Simião back|Pedir pra Maria e Tonho levarem Simião de volta juntos, e completar a missão sozinha]]
[[Leave Simião|Seguir missão sem Simião]]
<<set $simião to 0>><<timed 1s>><<audio "tiro" play>><</timed>>
<<else>>As soon as you react the thief shoots Simião in the head. He falls face down on the floor. Maria and Tonho fight the bandits, who flee to 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 quickly to Palmares.
[[Take Simião back to Palmares|Voltar para o Quilombo levando Simião]]
[[Ask Tonho to take Simiao back|Pedir pro Tonho levar Simião de volta, e completar a missão com ajuda da Maria]]
[[Ask Maria to take Simião back|Pedir pra Maria levar Simião de volta, e completar a missão com ajuda do Tonho]]
[[Ask Maria and Tonho to take Simião back|Pedir pra Maria e Tonho levarem Simião de volta juntos, e completar a missão sozinha]]
[[Leave Simião|Seguir missão sem Simião]]
<<set $simião to -1>><<timed 1s>><<audio "tiro" play>><</timed>>
<</if>>
<<timed 6s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\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 do not seem to be well-intentioned.
[[Wake the others|Acordar os outros]]
[[Face the bandits|Enfrentar os bandidos sozinha]]
<<set $pistola to 0>>
<<set $ferimento to "">>
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\You wake up the rest of the group in time to prepare for the attack. Tonho climbs on a nearby tree and waits. As they approach the donkey, Tonho jumps on the leader, knocking his pistol to the ground. You, Maria and Simiao go on the others. Nobody gets hurt, thieves run away, but they leave the pistol behind.
Tonho takes the pistol to the floor and says:
"Since we have no gunpowder, you only get one shot, but it's worth saving."
[[Continue to Porto Calvo|Porto Calvo Village]]
<<set $pistola to 1>>\
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<if $personagem is "Fighter" and random(1,10) > 4>>You wait for the thief to be distracted and then attack by surprise, making him shoot the air. Maria, Tonho and Simião wake up and face the bad guys. No one is seriously injured, thieves flee away, but leave the pistol behind.
You take the pistol on the floor. It's of no use without gunpowder, but you take it anyway.
<<set $pistola to 2>>
<<else>>You hide behind a tree and attack when they approach the donkey. But the leader uses the pistol and shoots your leg. You fall injured on the ground. Maria, Tonho and Simião wake up and face the bandits, who flee to the woods.
Simião makes a bandage for your leg, but unfortunately you will be limping for the rest of the story.
<<set $ferimento to "perna">><<timed 1s>><<audio "tiro" play>><</timed>><</if>>[[Continue to Porto Calvo|Porto Calvo Village]]
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\Our history begins in 1670, in Quilombo dos Palmares (where today is the city of União dos Palmares, in Alagoas, Brazil). In this story you will be a person that arrived at the quilombo not long ago, but has already won some trust of the quilombolas and especially the leaders of the quilombo.
Choose the main character trait:
* [[Fighter|Lutadora]]: You can fight capoeira and use weapons better.
* [[Literate|Letrada]]: You know how to read and learned mathematics.
* [[Perceptive|Perceptiva]]: You have sharp senses and good memory.
<<set $personagem to "">>\
<<audio "trilha" play>><<if $personagem is "Perceptive">>As you approach Maria, you notice a jealous look of Tonho. <</if>>You and Maria talk about the daily life of the quilombo. <<if $personagem is "Perceptive">>You find out you two have a very similar way of seeing things.<</if>>
While talking to Maria, a snake on the road frightened the donkey. You could not control it in time, it knocked over the baskets and the corn load was lost.
When night falls, you seek a place to rest, and set up a small camp in a clearing. Because the road is dangerous, someone needs to stay on watch at night. It's your turn to stay on watch.
<<if $personagem is "Perceptive">>[[Stay on watch|Barulhos estranhos]]<<else>>[[Stay on watch|Ficar de vigia]]<</if>>
[[Sleep|Você dormiu]]
[[Ask someone else to stay on watch in your place|Deixar outra pessoa ficar de vigia]]
<<set $milho to 0>>
<<timed 3s>><<audio "acampamento" play>><</timed>>You and Tonho talk about the daily life of the quilombo. <<if $personagem is "Fighter">>You two know a lot about capoeira. <</if>><<if $personagem is "Perceptive">>Also, you realize that Tonho is in love with Maria.<</if>>
While talking to Tonho, a snake on the road frightened the donkey. You could not control it in time, it knocked over the baskets and the corn load was lost.
When night falls, you seek a place to rest, and set up a small camp in a clearing. Because the road is dangerous, someone needs to stay on watch at night. It's your turn to stay on watch.
<<if $personagem is "Perceptive">>[[Stay on watch|Barulhos estranhos]]<<else>>[[Stay on watch|Ficar de vigia]]<</if>>
[[Sleep|Você dormiu]]
[[Ask someone else to stay on watch in your place|Deixar outra pessoa ficar de vigia]]
<<set $milho to 0>>
<<timed 3s>><<audio "acampamento" play>><</timed>>You and Simião talk about the daily life of the quilombo, but Simião is a bit shy. <<if $personagem is "Literate">>You begin to discuss the laws of the quilombo and the laws of the portuguese, and Simiao is encouraged a little more.<</if>>
While talking to Simião, a snake on the road frightened the donkey. You could not control it in time, it knocked over the baskets and the corn load was lost.
When night falls, you seek a place to rest, and set up a small camp in a clearing. Because the road is dangerous, someone needs to stay on watch at night. It's your turn to stay on watch.
<<if $personagem is "Perceptive">>[[Stay on watch|Barulhos estranhos]]<<else>>[[Stay on watch|Ficar de vigia]]<</if>>
[[Sleep|Você dormiu]]
[[Ask someone else to stay on watch in your place|Deixar outra pessoa ficar de vigia]]
<<set $milho to 0>>
<<timed 3s>><<audio "acampamento" play>><</timed>>Your character has had the rare opportunity to learn to read and write in Portuguese, besides being able to do math. This will give you some advantages during this story.
[[No, I prefer another character|Criação de personagem]]
[[Yes, I want this character|Starting Point]]
<<set $personagem to "Literate">>Your character has a good perception and the details that are hidden from other characters will be shown during this story.
[[No, I prefer another character|Criação de personagem]]
[[Yes, I want this character|Starting Point]]
<<set $personagem to "Perceptive">>"Do not worry. He has a request for you. Do not delay for the Ganga is not very patient."
[[Follow Ganga Zona|Seguir Ganga Zona]]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 character|Criação de personagem]]
[[Yes, I want this character|Starting Point]]
<<set $personagem to "Fighter">>Maria says that she knows Porto Calvo and she is worried about how to enter the priest's house without warning the dogs.
[[Continue to the village|Seguir para a vila]]
<<if $faloutonho is 0>>[[Talk to Tonho|Falar com Tonho]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião|Falar com Simião]]<</if>>
Simiao says that the relations of the quilombo with Porto Calvo are reasonable, considering that some merchants do not care to do business with the quilombo, but may want to fool people of color out of prejudice. You need to check the math to see if they're being honest.
[[Continue to the village|Seguir para a vila]]
<<if $faloumaria is 0>>[[Talk to Maria|Falar com Maria]]<</if>>
<<if $faloutonho is 0>>[[Talk to Tonho|Falar com Tonho]]<</if>>
You return to the Quilombo bringing Simião wounded, but without the cargo and the boy that you were entrusted with to rescue. Your mission was a failure. Ganga Zumba receives you with clear disappointment in his eyes...
Simião is attended and manages to survive, but it was clear that he was injured by your hasty action, and you will suffer a punishment for this, according to the laws of Palmares.
Your story ends here. Try again to see a different ending.
Tonho takes Simião back to Palmares. You go to Porto Calvo with Maria.
After two days, you reach the village. They are not comfortable with quilombolas around, because they are afraid of the Palmares attacks on the mills and houses. But the food you bring serves to quench the hunger of the people and is sold to the coastal villages, which makes 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 across the square to the home of a merchant, Manuel Bento, an old acquaintance of the quilombolas. He receives you at the door and asks:
"Hello, what can I do for you?"
[[Negotiate|Negociar]]
[[Let Maria negotiate|Deixar Maria negociar]]
<<set $tonho to 0>>\
Maria takes Simião back to Palmares. You go to Porto Calvo with Tonho.
After two days, you reach the village. They are not comfortable with quilombolas around, because they are afraid of the Palmares attacks on the mills and houses. But the food you bring serves to quench the hunger of the people and is sold to the coastal villages, which makes 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 across the square to the home of a merchant, Manuel Bento, an old acquaintance of the quilombolas. He receives you at the door and asks:
"Hello, what can I do for you?"
[[Negotiate|Negociar]]
[[Let Tonho negotiate|Deixar Tonho negociar]]
<<set $maria to 0>>\
It is very risky to stay here for long. You may end up being captured. Therefore, you need to take care. <<if $pistola is 2 and $pólvora is 1>>You take this time to reload the pistol using the gunpowder<<set $pistola to 1>><</if>>
When everyone is sleeping, you and your group walk towards the church <<if $personagem is "Perceptive" or $maria is 1>>avoiding the streets that have dogs.<<else>>while a dog starts barking in one of the houses, forcing you to hurry.<<set $alarme +=1>><<timed 4s>><<audio "cachorros" play>><</timed>><</if>>
You arrive at the church.
[[Open the door|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
[[Choose who will stay on watch|Escolher quem vai ficar de vigia]]
Maria and Tonho protest against this and decide to take Simião back to Palmares. You go to Porto Calvo alone.
After two days, you reach the village. They are not comfortable with quilombolas around, because they are afraid of the Palmares attacks on the mills and houses. But the food you bring serves to quench the hunger of the people and is sold to the coastal villages, which makes 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 across the square to the home of a merchant, Manuel Bento, an old acquaintance of the quilombolas. He receives you at the door and asks:
"Hello, what can I do for you?"
[[Negotiate|Negociar]]
<<set $maria to 0>>\
<<set $tonho to 0>>\
<<set $grupo to 0>>\
<<set $n1 to 5>><<set $n2 to 3>>Manuel evaluates your goods<<if $milho 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|Aceitar]]
[[Bargain|Pechinchar]]
<<set $n1 to 5>><<set $n2 to 3>>Manuel evaluates your goods<<if $milho is 0>><<set $n1 to 3>><<set $n2 to 2>>, which now consists only of beans,<</if>> and offers $n1 hoes and $n2 hammers.
Tonho accepts, you unload the donkey and finally can rest for a while.
[[Continue the mission|Seguir grupo]]
<<set $milho to 0>>\
<<set $feijão to 0>>\
<<set $enxadas to $n1>>\
<<set $martelos to $n2>>\<<set $n1 to 5>><<set $n2 to 3>>Manuel evaluates your goods<<if $milho is 0>><<set $n1 to 3>><<set $n2 to 2>>, which now consists only of beans,<</if>> and offers $n1 hoes and $n2 hammers.
Maria bargain and manages to make him include 1 barrel of gunpowder. You unload the donkey and finally you can rest for a while.
[[Continue the mission|Seguir grupo]]
<<set $pólvora to 1>>\
<<set $milho to 0>>\
<<set $feijão to 0>>\
<<set $enxadas to $n1>>\
<<set $martelos to $n2>>\
<<set $n1 to 5>><<set $n2 to 3>>Manuel evaluates your goods<<if $milho is 0>><<set $n1 to 3>><<set $n2 to 2>>, which now consists only of beans,<</if>> and offers $n1 hoes and $n2 hammers.<<set $foices to 3>>
Simiao complains that this is not fair. Manuel writes something on a paper to prove that the price is fair, but Simião realizes that there is an error and corrects Manuel. He apologizes and includes $foices scythes and 1 barrel of gunpowder. You unload the donkey, carry with the things that you have exchanged, and finally you can rest for a while.
[[Continue the mission|Seguir grupo]]
<<set $pólvora to 1>>\
<<set $milho to 0>>\
<<set $feijão to 0>>\
<<set $enxadas to $n1>>\
<<set $martelos to $n2>>\<<if $grupo is 0>>You unload the donkey and finally you can rest for a while.
[[Continue with the mission|Seguir sozinha]]<<else>>You unload the donkey and finally you can rest for a while.
[[Continue with the mission|Seguir grupo]]<</if>>
<<set $enxadas to $n1>>
<<set $martelos to $n2>>
<<set $milho to 0>>
<<set $feijão to 0>>
<<set $foices to 3>><<if $milho is 0>><<set $foices to 2>><</if>>You complain that this is not enough and you try to bargain. Manuel writes something on a paper to prove that the price is fair.<<if $personagem is "Literate">> You notice that there is an error and corrects Manuel. He apologizes and includes $foices scythes and 1 barrel of gunpowder.<<set $pólvora to 1>><<else>> Since you do not know how to read, you can not check if it's right, and accept the price.<<set $foices to 0>><</if>>
<<if $grupo is 0>>You unload the donkey and finally you can rest for a while.
[[Continue with the mission|Seguir sozinha]]<<else>> You unload the donkey and finally rest for a while.
[[Continue with the mission|Seguir grupo]]<</if>>
<<set $enxadas to $n1>>
<<set $martelos to $n2>>
<<set $milho to 0>>
<<set $feijão to 0>>Maria and Tonho take Simião back to Palmares. You go to Porto Calvo alone.
After two days, you reach the village. They are not comfortable with quilombolas around, because they are afraid of the Palmares attacks on the mills and houses. But the food you bring serves to quench the hunger of the people and is sold to the coastal villages, which makes 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 across the square to the home of a merchant, Manuel Bento, an old acquaintance of the quilombolas. He receives you at the door and asks:
"Hello, what can I do for you?"
[[Negotiate|Negociar]]
<<set $maria to 0>>\
<<set $tonho to 0>>\
<<set $grupo to 0>>\
<<if $simião is -1>><<set $simião to 0>><</if>>\
It is very risky to stay here for long. You may end up being captured. Therefore, you need to take care. <<if $pistola is 2 and $pólvora is 1>>You take this time to reload the pistol using the gunpowder<<set $pistola to 1>><</if>>
When everyone is sleeping, you walk alone towards the church <<if $personagem is "Perceptive">>avoiding the streets that have dogs.<<else>>while a dog starts barking in one of the houses, forcing you to hurry.<<set $alarme +=1>><<timed 4s>><<audio "cachorros" play>><</timed>><</if>>
You arrive at the church.
[[Open the door|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
The church door is locked with a bolt, it can hardly be broken into.
[[Go around and look for the father's house|Priest's house]]
<<if $grupo > 0 and $vigia is "">>[[Choose who will stay on watch|Escolher quem vai ficar de vigia]]<</if>>
<<set $alarme +=1>>
<<audio "porta" play>>The priest's house is very simple, without much luxury, and was built next to the church. The front of the house faces an open space, while in the back there are the woods. The house has a porch and two entrances: the front door and a side door. It also has two windows in the front.
[[Enter through the front door|Entrar pela porta da frente]]
[[Enter through the side door|Porta trancada]]
[[Enter through the window|Entrar por uma das janelas]]
Strangely, the front door was open. You are in the main room of the house. It has a shelf with some jugs and pots, and a table with two chairs. On the table is a wooden jar and two cups. In addition to the front door, there are two more doors in this room: One side door on the left and one just in front of the entrance.
Unfortunately, a cat was sleeping here, and it makes a lot of noise then runs.
[[Go through the front door|Seguir no corredor]]
[[Go through the side door|Cozinha]]
[[Steal valuable objects|Roubar objetos de valor]]
<<set $alarme +=2>>
<<audio "gato" play>>This is the kitchen of the house. There is a wood burning stove, some pots and pans, a table and two stools and several shelves with some plates, mugs and kitchenware. In one corner is a small pantry, with several food pots and a piece of dried meat hanging from a rope. There is a door leading out of the house, a door leading into the main room and a door next to the utility room.
[[Go to main room|Ir para a sala]]
[[Steal objects from the kitchen|Roubar objetos da cozinha]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>The windows are locked and breaking them would make too much noise.
[[Enter through the front door|Entrar pela porta da frente]]
[[Enter through the side door|Porta trancada]]
<<set $alarme +=1>>
<<audio "porta" play>>Who's going to keep watch on the outside?
[[Nobody|Ninguém]]
[[Yourself|Você vigia]]
<<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 $vigia to "">>No one will watch over.
[[Open the door of the church|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
<<set $vigia to "">>Tonho will watch over.
[[Open the door of the church|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
<<set $vigia to "Tonho">>
<<set $tonho to 2>>Maria will watch over.
[[Open the door of the church|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
<<set $vigia to "Maria">>
<<set $maria to 2>>Simião will watch over.
[[Open the door of the church|Abrir a porta da igreja]]
[[Go around and look for the priest's house|Priest's house]]
<<set $vigia to "Simião">>
<<set $simião to 2>>This is a hallway with a door on either side. On the far wall is a small table<<if $biblia is 0 and $crucifixo is 0>> with a bible and a crucifix on it<<else>><<if $biblia is 0>> with a bible on it<</if>><<if $crucifixo is 0>> with a crucifix on it<</if>><</if>>.
[[Open the door to the right|Abrir a porta da direita]]
[[Open the door to the left|Abrir a porta da esquerda]]
[[Back to the main room|Ir para a sala]]
<<if $biblia is 0 or $crucifixo is 0>>[[Steal objects on the table|Roubar objetos da mesa]]<</if>>
<<if $padre is 1 and $padredorme is 0>>\
As soon as you turn you back, the priest starts ringing a bell and shouting, alerting the people of the village. Your only option now is to run away.
[[Exit through the front door|Sair pela porta da frente]]
[[Exit through the side door|Sair pela porta lateral]]
<<if $janela is 1>>[[Jump through the back window|Pular pela janela do fundo]]<</if>>
<<audio "cachorros" play>>\
<<elseif $alarme >3>>\
<<if $vigia is "">>\
<<set $fuga +=1>>\
<<else>>\
$vigia, who was watching the entrance, walks in the door and says "They are coming through here, we need an escape route".
<</if>>\
<<if $vigia is not "Maria">><<set $fuga +=1>><</if>>\
You hear the sound of barking from outside the house. Looks like someone heard the noise you made in the house and came to investigate.
[[Exit through the front door|Sair pela porta da frente]]
[[Exit through the side door|Sair pela porta lateral]]
<<if $janela is 1>>[[Jump through the back window|Pular pela janela do fundo]]<</if>>
<<audio "cachorros" play>>\
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\
<<else>>\
You leave the house. Everything seems to be quiet. Now just return to the Quilombo.
[[Return to the Quilombo|The Way Back to Quilombo]]\
<</if>>
<<set $vigia 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>>\You search the room but find nothing of value.
[[Go through the front door|Seguir no corredor]]
[[Go through the side door|Cozinha]]
<<set $alarme +=1>>When you open the door you see a boy of about fifteen, slight but imposing. He doesn't look surprised, and asks:
- What you want?
[[- Are you Francisco?|- Você é o Francisco?]]
<<set $francisco to 0>>You search for something in the kitchen, and find just a little food and some utensils.
[[Go to main room|Ir para a sala]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>This room has a bed and a heavy chest. The room has a window facing the woods.
[[Exit the room|Seguir no corredor]]
[[Examine the chest|Examinar a arca]]
<<if $janela is 0>>[[Examine the window|Examinar janela]]<</if>>This is the priest's room. <<if $alarme >1>>He was sleeping and wakes up scared when you come in:
- What? Who are you? What you want?
[[Try to convince the priest|Tentar convencer o padre]]
[[Intimidate the priest|Intimidar o padre]]
[[Run|Fugir]]
<<if $pistola > 0>>[[Point the pistol to the priest|Apontar a arma para o padre]]<</if>>
<<set $padredorme to 0>>
<<else>>He seems to be sleeping..
[[Wake the priest|Acordar o padre]]
[[Exit the room|Seguir no corredor]]
<<if $pistola > 0>>[[Shoot the priest while he sleeps|Atirar no padre enquanto ele dorme]]<</if>>
<</if>>
What do you want to take?
<<if $biblia is 0>>[[Take the bible|Pegar a Bíblia]]<</if>>
<<if $crucifixo is 0>>[[Take the crucifix|Pegar o crucifixo]]<</if>>
[[Take nothing|Não pegar nada]]Francisco joins the group.
<<if $maria is 1>>Maria didn't like the way you talked to the boy.<</if>>
[[Exit the house|Sair da casa]]
<<if $pistola is 2 and $pólvora is 1>>[[Reload the pistol|Recarregar a pistola]]<</if>>
<<set $francisco to 1>>
<<set $grupo to 1>>- I'm ready to leave.
Francisco joins the group.
[[Exit the house|Sair da casa]]
<<if $pistola is 2 and $pólvora is 1>>[[Reload the pistol|Recarregar a pistola]]<</if>>
<<set $francisco to 1>>
<<set $grupo to 1>>This window is not locked. <<if $personagem is "Perceptive">>This could be a good escape route.<<elseif $maria is 1>>"This could be a good escape route," says Maria.<</if>>
[[Exit the room|Seguir no corredor]]
[[Examine the chest|Examinar a arca]]
<<set $janela to 1>>
<<set $alarme +=1>>The chest contains some sheets and clothing, but nothing of value.
[[Exit the room|Seguir no corredor]]
<<if $janela is 0>>[[Examine window|Examinar janela]]<</if>>
<<set $alarme +=1>><<if $biblia is 1>>\
<<if $personagem is "Literate">>\
You open the Bible and read an excerpt to the priest: "It is for freedom that Christ has set us free. Stand firm, then, and do not let yourselves be burdened again by a yoke of slavery" and then give the Bible to him. He is embarrassed, and leads you to the boy's room, reluctantly.\
<<set $biblia to 0>><<set $padredorme to 0>><<set $francisco to 1>>
[[Exit the house|Sair da casa]]
[[Faint the priest|Desmaiar 2]]
<<if $pistola > 0>>[[Shoot the priest|Atirar no padre]]<</if>>
<<elseif $simião is 1>>\
Simião opens the Bible and read an excerpt to the priest: "It is for freedom that Christ has set us free. Stand firm, then, and do not let yourselves be burdened again by a yoke of slavery" and then give the Bible to him. He is embarrassed, and leads you to the boy's room, reluctantly.\
<<set $biblia to 0>><<set $padredorme to 0>><<set $francisco to 1>>
[[Exit the house|Sair da casa]]
[[Faint the priest|Desmaiar 2]]
<<if $pistola > 0>>[[Shoot the priest|Atirar no padre]]<</if>>
<</if>>\
<<else>>\
You try to explain to the priest what is going on, but he is very nervous and not for conversation.<<set $padredorme to 0>>
[[Intimidate the priest|Intimidar o padre]]
[[Run|Fugir]]
<<if $pistola > 0>>[[Point the pistol to priest|Apontar a arma para o padre]]<</if>>
<</if>>\<<if $personagem is "Fighter" and ($ferimento is "" or random(1,10) > 7)>>Spinning your body, you give the priest a quick, accurate kick and he falls already passed out on the floor.
A black boy appears in the bedroom door and, when seeing the priest on the floor, asks:
- What did you do?
[[- Are you Francisco?|Você é francisco 2]]
<<set $alarme +=1>><<set $padre to 0>><<audio "soco" play>><<elseif $tonho is 1>>Tonho gets ahead of you, and spinning his body, gives the priest a quick, accurate kick, and he falls already passed out on the floor.
A black boy appears in the bedroom door and, when seeing the priest on the floor, asks:
- What did you do?
[[- Are you Francisco?|Você é francisco 2]]
<<set $alarme +=1>><<set $padre to 0>><<audio "soco" play>><<else>>You try to pass out the priest with a punch, but he escapes, picks up a bell and starts ringing, screaming. The dogs on the street begin to bark. Your only option is to run away.
[[Run|Fugir]]
<<timed 4s>>\
<<audio "cachorros" play>>\
<</timed>>\
<</if>>
- It's me, what do you want?
[[- Come quickly and don't make a fuss|- Venha logo e não faça barunho]]
[[- I'm from Quilombo, Ganga Zumba sent me for you|- Sou do Quilombo, Ganga Zumba mandou te buscar]]
You are in the main room. It has a helf with some jugs and pots, and a table with two chairs. On the table there is a wooden jar and two cups. Aside the front door, there are two more doors in this room: One side door and another just in front of the entrance.
[[Go through the front door|Seguir no corredor]]
[[Go through the side door|Cozinha]]
[[Steal valuable objects|Roubar objetos de valor]]<<if $personagem is not "">>''Character:'' $personagem<</if>>
\
<<if $grupo 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 $burro is 1>>''Donkey:'' <<if $milho is 1>>Corn. <</if>><<if $feijão is 1>>Beans. <</if>><<if $enxadas > 0>>$enxadas plows. <</if>><<if $martelos > 0>>$martelos hammers. <</if>><<if $foices >0>>$foices sickles. <</if>><<if $pólvora is 1>>1 gunpowder barrel.<</if>><</if>>
\
<<if $pistola is 1>>You have a loaded pistol. <</if>><<if $pistola is 2>>You have an unloaded pistol. <</if>><<if $biblia is 1>>You have a Bible. <</if>><<if $crucifixo is 1>>You have a crucifix.<</if>><<if $crucifixo is 2>>You have a crucifix crumpled by a bullet.<</if>>
\
<<if $vigia is not "">>$vigia is on watch at the door.<</if>>
\
<<if $ferimento is "braço">>You have an injured arm. <</if>><<if $ferimento is "perna">>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>>Tonho says he does not know Porto Calvo, but it's good to watch out for bandits on the road.
[[Continue to the village|Seguir para a vila]]
<<if $faloumaria is 0>>[[Talk to Maria|Falar com Maria]]<</if>>
<<if $falousimião is 0>>[[Talk to Simião|Falar com Simião]]<</if>>You decide to stand outside guarding the entrance. Everything is quiet outside. \
<<if $simião is 1 and random(1,10) > 5>>\
Some time later, Simiao, Maria and Tonho go out with a boy and say: "We found Francisco, everything is okay, we can leave."
[[Return to Palmares|The Way Back to Quilombo]]
<<elseif $tonho is 1>>\
Some time later, you hear a fighting inside the house, and soon after Tonho and a boy get out in a hurry, saying they had some problems. Unfortunately, this was enough to attract the attention of the village men, who seem to be heading in your direction. Your only option is to get away.
<<set $padre to 0>>\
<<set $fuga +=1>>\
<<if $personagem is not "Perceptive">><<set $fuga +=1>><</if>>\
[[Run away|Fugir]]
<<timed 3s>><<audio "soco" play>><</timed>>\
<<timed 5s>><<audio "cachorros" play>><</timed>>\
<<elseif $maria is 1>>\
Some time later, you hear a fighting inside the house, and soon after Maria and a boy get out in a hurry, saying they had some problems. Unfortunately, this was enough to attract the attention of the village men, who seem to be heading in your direction. Your only option is to get away. Maria says there's an open window in the back that leads to the woods.
<<set $janela to 1>>\
<<if $personagem is not "Perceptive">><<set $fuga +=1>><</if>>\
[[Run away|Fugir]]
<<timed 3s>><<audio "soco" play>><</timed>>\
<<timed 5s>><<audio "cachorros" play>><</timed>>\
<</if>>
You take the Bible and keep it with you.
[[Open the door to the right|Abrir a porta da direita]]
[[Open the door to the left|Abrir a porta da esquerda]]
[[Back to the main room|Ir para a sala]]
<<if $crucifixo is 0>>[[Take the crucifix|Pegar o crucifixo]]<</if>>
<<set $biblia to 1>>
<<set $alarme +=1>>The crucifix appears to be made of gold, it can be worth a lot of money. You take it and keep it with you.
[[Open the door to the right|Abrir a porta da direita]]
[[Open the door to the left|Abrir a porta da esquerda]]
[[Back to the main room|Ir para a sala]]
<<if $biblia is 0>>[[Take the Bible|Pegar a Bíblia]]<</if>>
<<set $crucifixo to 1>>
<<set $alarme +=1>>You decide to leave the objects on the table.
[[Open the door to the right|Abrir a porta da direita]]
[[Open the door to the left|Abrir a porta da esquerda]]
[[Back to the main room|Ir para a sala]]
<<set $biblia to 0>>
<<set $crucifixo to 0>>You point the pistol 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 asks you to leave.\
<<set $francisco to 1>>\
[[Shoot the priest|Atirar no padre]]
[[Takedown the priest|Desmaiar 2]]
[[Get out|Sair da casa]]
<<set $alarme +=1>>The priest wakes up scared when you come in:
- What? Who are you? What you want?
[[Try to convince the priest|Tentar convencer o padre]]
[[Intimidate the priest|Intimidar o padre]]
[[Run|Fugir]]
<<if $pistola > 0>>[[Point the pistol to the priest|Apontar a arma para o padre]]<</if>>
<<set $padredorme to 0>>
<<if $padre is 1>>The priest is shouting and the stray dogs are barking. <</if>>You're running.
<<if $francisco is 0>><<if $personagem is "Perceptive" or random(1,10) > 7>>While running, he sees a black boy with a confused look. Is it Francisco?
[[Take the boy|Levar o menino]]
[[Leave the boy|Deixar o menino]]
<<elseif $maria is 1>>While running, Maria sees a black boy with a confused look. She asks, "Is it Francisco?"
[[Take the boy|Levar o menino]]
[[Leave the boy|Deixar o menino]]
<</if>><<else>><<if $vigia is "">><<set $fuga +=1>><<else>>$vigia, who was watching the entrance, walks in the door and says "They are coming through here, we need an escape route".<</if>><<if $vigia is not "Maria">><<set $fuga +=1>><</if>>
[[Exit through the front door|Sair pela porta da frente]]
[[Exit through the side door|Sair pela porta lateral]]
<<if $janela is 1>>[[Jump through the back window|Pular pela janela do fundo]]<</if>>
<<set $fertonho to 0>>\
<<set $fermaria to 0>>\
<<set $fersimião to 0>>\
<<set $vigia 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 "trilha" stop>>\
<<audio "ação" play>>\<<if $personagem is "Fighter" and ($ferimento is "" or random(1,10) > 8)>>You ask menacingly, "Where is Francisco?" The priest looks 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>>
[[Exit the house|Sair da casa]]
[[Faint the priest|Desmaiar 2]]
<<if $pistola > 0>>[[Shoot the priest|Atirar no padre]]<</if>>
<<else>>You ask, "Where is Francisco?" The priest does not seem intimidated and refuses to cooperate.
[[Faint the priest|Desmaiar 2]]
[[Run|Fugir]]
<<if $pistola > 0>>[[Point the pistol at the priest|Apontar a arma para o padre]]<</if>>
<</if>>
<<set $alarme +=1>><<if $pistola is 1>>\
You shoot the priest while he sleeps. The shot is fatal, but the pistol makes a lot of noise. The dogs on the street begin to bark.
A black boy appears in the bedroom door and seeing the dead priest, asks:
- What did you do?
[[- Are you Francisco?|Você é francisco 2]]
<<set $alarme +=2>>
<<set $padre to -1>>
<<set $pistola to 2>>
<<timed 2s>><<audio "tiro" play>><</timed>>
<<timed 3s>><<audio "cachorros" play>><</timed>>
<<else>>\
You try to shoot and remember that the pistol is discharged. The priest turns around in bed, but apparently does not wake up.
[[Exit the room|Seguir no corredor]]
<<set $alarme +=1>>
<</if>><<if $pistola is 1>>\
You shoot the priest. The shot is fatal, but the gun makes a lot of noise. The dogs on the street begin to bark. The village men will soon be here.
Francisco is nervous and asks:
- What did you do?
[[- Shut up and come quick|Venha logo 2]]
[[- It was necessary, we can't trust him|Sou do Quilombo 2]]
<<set $alarme +=2>>
<<set $padre to -1>>
<<set $pistola to 2>>
<<audio "tiro" play>>
<<timed 1s>><<audio "cachorros" play>><</timed>>
<<else>>\
You try to shoot and remember that the pistol is discharged. It makes a noise and the priest realizes that you tried to kill him. He starts screaming for help. The dogs on the street are barking, and the village men will soon be here. Your only option is to run away.
[[Run|Fugir]]
<<timed 3s>><<audio "cachorros" play>><</timed>>
<</if>>- Now I have no option at all...
Francisco joins the group.
[[Leave the house|Sair da casa]]
<<if $pistola is 2 and $pólvora is 1>>[[Reload the pistol|Recarregar a pistola]]<</if>>
<<set $francisco to 1>>
<<set $grupo to 1>>- Take me back there. Now I have no option at all...
Francisco joins the group.
[[Leave the house|Sair da casa]]
<<if $pistola is 2 and $pólvora is 1>>[[Reload the pistol|Recarregar a pistola]]<</if>>
<<set $francisco to 1>>
<<set $grupo to 1>>- Yes, it's me, and who are you?
[[- Come soon and make no noise|Venha logo 2]]
[[- I'm from Quilombo, Ganga Zumba sent for you|Sou do Quilombo 2]]
<<if $personagem is "Fighter" and ($ferimento is "" or random(1,10) > 7)>>Using the butt of the pistol, you give the priest a quick and accurate blow to the head while he is distracted. He falls already passed out on the floor.
Francisco is nervous and asks:
- What did you do?
[[- Shut up and come quick|Venha logo 2]]
[[- It was necessary, we can't trust him|Sou do Quilombo 2]]
<<set $alarme +=1>><<set $padre to 0>><<audio "soco" play>><<elseif $tonho is 1>>Tonho comes to you and, turning his body, gives a quick and accurate kick to the head of the priest, who falls already passed out on the floor.
Francisco is nervous and asks:
- What did you do?
[[- Shut up and come quick|Venha logo 2]]
[[- It was necessary, we can't trust him|Sou do Quilombo 2]]
<<set $alarme +=1>><<set $padre to 0>><<audio "soco" play>><<else>>You try to pass out the priest with a blow, but he escapes and starts screaming for help. The dogs on the street are barking, and the village men will soon be here. Your only option is to run away.
[[Run|Fugir]]
<<timed 1s>><<audio "cachorros" play>><</timed>>
<</if>>
You assume this is Francisco and pull the boy by the arm while running away, making him run with you. <<set $francisco to 1>><<set $fuga +=1>><<set $grupo to 1>>
<<if $vigia is not "">>$vigia, who was watching the entrance, walks in the door and says "They are coming through here, we need an escape route".<</if>> <<if $vigia is not "Maria">><<set $fuga +=1>><</if>>
[[Exit through the front door|Sair pela porta da frente]]
[[Exit through the side door|Sair pela porta lateral]]
<<if $janela is 1>>[[Jump through the back window|Pular pela janela do fundo]]<</if>>You leave the boy behind and concentrate on running away.
<<if $vigia is not "">>$vigia, who was watching the entrance, walks in the door and says "They are coming through here, we need an escape route".<</if>> <<if $vigia is not "Maria">><<set $fuga +=1>><</if>>
[[Exit through the front door|Sair pela porta da frente]]
[[Exit through the side door|Sair pela porta lateral]]
<<if $janela is 1>>[[Jump through the back window|Pular pela janela do fundo]]<</if>>Remembering the open window, you head there. <<if $ferimento is not "">>Unfortunately, as you are injured, it takes you longer to get out the window.<<set $fuga +=1>><</if>>
<<if $fuga > 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|Deixar Tonho à própria sorte]]
[[Help Tonho|Ajudar Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho|Pedir que Maria ajude Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho|Pedir que Simião ajude Tonho]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</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|Deixar Maria à própria sorte]]
[[Help Maria|Ajudar Maria]]
<<if $tonho is 1>>[[Ask Tonho to help Maria|Pedir que Tonho ajude Maria]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Maria|Pedir que Simião ajude Maria]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fermaria to 1>>
<<else>>The shots scrape you, but you can get away in time. Now you have to choose whether to hide in the woods or keep running.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<</if>><<else>>You managed to escape in time. Now you have to choose whether to hide in the woods or keep running.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<</if>>You leave the house through the front door, and face armed men coming your way. <<if $ferimento is "perna">>Unfortunately, as your leg is injured, you cannot run so fast.<<set $fuga +=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|Deixar Tonho à própria sorte]]
[[Help Tonho|Ajudar Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho|Pedir que Maria ajude Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho|Pedir que Simião ajude Tonho]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</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|Deixar Maria à própria sorte]]
[[Help Maria|Ajudar Maria]]
<<if $tonho is 1>>[[Ask Tonho to help Maria|Pedir que Tonho ajude Maria]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Maria|Pedir que Simião ajude Maria]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fermaria to 1>>
<<else>>You get shot and fall to the ground. Unable to escape, you are caught by the white men. Unfortunately your story ends here.<</if>>
<<set $fuga +=1>>You leave Tonho behind to run away. He is captured and you can hear his screams. <<if $francisco is 1>>The boy is terrified of your coldness. <</if>><<if $maria is 1>>Maria clearly disapproves your decision. <</if>><<if $simião is 1>>Simião is scared and sad.<</if>>
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $tonho to -1>><<set $fertonho to 0>>
<<if $maria < 1 and $simião <1 and $francisco <1>><<set $grupo to 0>><</if>><<if $ferimento is "" or random (1,10) >5>>You hold Tonho and help him run for cover.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<set $fuga +=1>>
<<else>>You try to help Tonho run, but since you are hurt yourself, you can't. The white men reach you, and unfortunately your story ends here.
<</if>>Maria holds Tonho and helps him run for cover.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fuga +=1>>Simião holds Tonho and helps him run for cover.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fuga +=1>>You leave Maria behind to run away. She is captured and you can hear her screams. <<if $francisco is 1>>The boy is terrified of your coldness.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $maria to -1>><<set $fermaria to 0>>
<<if $tonho < 1 and $simião <1 and $francisco <1>><<set $grupo to 0>><</if>><<if $ferimento is "" or random (1,10) >5>>You hold Maria and help her run for cover.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<set $fuga +=1>>
<<else>>You try to help Maria run, but since you are hurt yourself, you can't. The white men reach you, and unfortunately your story ends here.
<</if>><<set $x to ($fuga + random(1,6))>>\
<<if $x > 4>>\
<<timed 2s>><<audio "tiro" play>><</timed>>\
During the escape the noise of a gunshot 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 $ferimento is not "">><<if $crucifixo is 1>><<set $crucifixo to 2>>Amazingly, the shot hits the crucifix you stole, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here. \
<<set $ferimento to "morta">><</if>>\
<<else>>You are injured. \
<<set $ferimento to "braço">>\
<</if>>\
<<else>>The shot grazes, no serious injuries. \
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $grupo to 0>><</if>>\
<</if>>\
<<if $ferimento is not "morta">>\
<<if $tonho is 1 or $maria is 1 or $simião is 1>>\
<<set $frente to "">>\
<<set $reta to "">>\
You enter the woods to hide. Your survival will depend on choosing who goes ahead and who stays behind. The person in the front needs to have a good memory, and the back must have the strength to protect the group from the pursuers. Choose a person to go ahead:
[[You|Retaguarda][$frente to "You"]]
<<if $tonho is 1>>[[Tonho|Retaguarda][$frente to "Tonho"]]<</if>>
<<if $maria is 1>>[[Maria|Retaguarda][$frente to "Maria"]]<</if>>
<<if $simião is 1>>[[Simião|Retaguarda][$frente to "Simião"]]<</if>>
<<else>>\
<<set $frente to "You">>\
<<set $reta to "you">>\
You enter the woods to hide.
[[Continue|Mato sozinha]]
<</if>>\
<</if>>\
<<timed 6s>>
<<audio "ação" stop>>
<<audio "trilha" play>>
<</timed>><<if $fuga is random (0,$fuga)>>\
<<if $grupo is 1>>\
You run as fast as you can, your pursuers can't reach, and soon your are safe. \
<<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder.<<set $pistola to 1>><</if>>
[[Return to the quilombo|The Way Back to Quilombo]]
<<else>>\
You run as fast as you can, your pursuers can't reach you, and soon you're safe. \
<<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder.<<set $pistola to 1>><</if>>
[[Return to the quilombo|The Way Back to Quilombo]]
<</if>>
<<else>>\
<<if $grupo is 1>>\
You run as fast as you can while your pursuers are firing at you. \
<<if $tonho is 1 and random (0,6) < $fuga>>One of the shots hits Tonho. \
<<if $fertonho > 0>>He falls to the ground and unfortunately cannot 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) < $fuga>>One of the shots hits Maria. \
<<if $fermaria > 0>>She falls to the ground and unfortunately is 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) < $fuga>>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) < $fuga>>One of the shots hits you. \
<<if $ferimento is not "">><<if $crucifixo is 1>><<set $crucifixo to 2>>Amazingly, the shot hits the crucifix you stole, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here. \
<<set $ferimento to "morta">><</if>>\
<<else>>You keep running, but injured. \
<<set $ferimento to "braço">>\
<</if>>\
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $grupo to 0>><</if>>\
<<if $ferimento is not "morta">>[[Return to the quilombo|The Way Back to Quilombo]]<</if>><<timed 2s>><<audio "tiro" play>><</timed>>
<<else>>\
You run as fast as you can while your pursuers are firing at you.
<<if random (0,4) < $fuga>>One of the shots hits you. \
<<if $ferimento is not "">><<if $crucifixo is 1>><<set $crucifixo to 2>>Amazingly, the shot hits the crucifix you stole, leaving you unharmed!<<else>>You do not survive the shot, and unfortunately your story ends here. \
<<set $ferimento to "morta">><</if>>\
<<else>>You keep running, but injured. \
<<set $ferimento to "braço">>\
<</if>>\
<</if>>\
<<if $ferimento is not "morta">>[[Return to the quilombo|The Way Back to Quilombo]]<</if>>
<<timed 2s>><<audio "tiro" play>><</timed>><</if>>
<</if>>
<<timed 6s>>
<<audio "ação" stop>>
<<audio "trilha" play>>
<</timed>>You leave the house through the kitchen door. Armed men are approaching. <<if $ferimento is "perna">>Unfortunately, as your leg is injured, you cannot run so fast.<<set $fuga +=1>><</if>>
<<if $fuga > 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|Deixar Tonho à própria sorte]]
[[Help Tonho|Ajudar Tonho]]
<<if $maria is 1>>[[Ask Maria to help Tonho|Pedir que Maria ajude Tonho]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Tonho|Pedir que Simião ajude Tonho]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</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|Deixar Maria à própria sorte]]
[[Help Maria|Ajudar Maria]]
<<if $tonho is 1>>[[Ask Tonho to help Maria|Pedir que Tonho ajude Maria]]<</if>>
<<if $simião is 1>>[[Ask Simião to help Maria|Pedir que Simião ajude Maria]]<</if>>
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fermaria to 1>>
<<else>>The shots scrape you, but you can get away in time. Now you have to choose whether to hide in the woods or keep running.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<</if>><<else>>You managed to escape in time. Now you have to choose whether to hide in the woods or keep running.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<</if>>The way back to Quilombo is not easy. \
<<if $fertonho is 1 or $fermaria is 1 or $fersimião is 1 or $ferimento is not "">>Especially when you are injured. \<</if>>\
<<if $francisco is 1>>Francisco seems eager to get to Quilombo. \ <</if>>\
<<if $burro is 1>>And the donkey seems to be going slower. \<</if>>\
<<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder. <<set $pistola to 1>><</if>>The next day, with considerable tiredness, you come across a group of three natives on the horizon, some of them armed with bows and arrows. <<if $personagem is "Literate">>They are 'Xucurus', you recognize them by their typical adornments. And apparently they're dressed for war, so be careful.<<elseif $simião is 1>>"They are Xucurus," says Simião, "you can recognize them by their typical adornments. And apparently they are dressed for war, so be careful" he advises.<</if>>
[[Talk to them|Falar com eles]]
[[Avoid contact|Ending]]!Ganga Zumba's Request 1.1
This is the English version of ''[[A Serviço de Ganga Zumba|https://janosbiro.itch.io/ganga-zumba]]''.
This story is based on "Mini GURPS: Quilombo dos Palmares", written by Luiz Eduardo Ricon and published by Devir in 1999. Adaptation was made by [[Janos Biro|https://janosbiro.itch.io]] using SugarCube and Twine 2.
''Images:''
The images used in this story are in the public domain and were created by the German painter Johann Moritz Rugendas (1802-1858), on his journey through colonial Brazil.
''Songs:''
"Drums of the Deep" and "Round Drums" by [[Kevin MacLeod|https://incompetech.com]]. Licensed under Creative Commons.
''Sound effects:''
"Cat, Screaming" by [[InspectorJ|https://www.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 at [[https://Freesound.org]].
''Thanks:''
[[Gabi|https://gabrielassuncao.carbonmade.com]], for the incredible 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.<<if $personagem is "Perceptive" and random(1,10) > 3>><<goto "Ficar de vigia">><</if>>\
<<if random(1,10) > 5>>You try to stay on the lookout but you fall asleep and do not notice anything strange at night. But in the morning you discover that the donkey was stolen without anyone noticing. Maria is especially upset about this.
You have failed in this mission, but you still have a mission to fulfill, which is to rescue Francisco.
[[Continue to Porto Calvo|Seguir grupo]]
[[Back to Palmares|Voltar para o Quilombo]]
<<set $milho to 0>>
<<set $feijão to 0>>
<<set $burro to 0>>
<<elseif random(1,10) > 5>>You try to stay on the lookout but you fall asleep until you are awakened by a strange noise.
Three men are surrounding your camp. Their leader is pointing a pistol to Simião's head:
"Give us the donkey and the cargo, otherwise I'll shoot!"
[[Let them take|Não reagir]]
[[Fight the bandits|Enfrentar os bandidos - Simião]]
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\
<<set $simião to 1>>\
<<else>>You try to stay on watch but you fall asleep until you are awakened 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 do not seem to be well-intentioned.
[[Wake the others|Acordar os outros]]
[[Face the bandits|Enfrentar os bandidos com Maria]]
<<set $pistola to 0>>\
<<set $ferimento to "">>\
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\
<</if>><<if $personagem is "Fighter" or random(1,10) > 5>>Maria waits for the thief to be distracted and then attack by surprise, making him shoot the air. Tonho and Simião wake up and face the bad guys. No one is seriously injured, thieves flee away, but leave the pistol behind.
You take the pistol on the floor. It's of no use without gunpowder, but you take it anyway.
<<set $pistola to 2>>
<<else>>As soon as you react the thief shoots you. Your left arm is hit, you fall down in pain. Maria, Tonho and Simião wake up and face the bandits, who flee to the woods.
Simião makes a bandage for your arm, but unfortunately you will have your left arm paralyzed for the rest of the story.
<<set $ferimento to "braço">><<timed 1s>><<audio "tiro" play>><</timed>><</if>>[[Continue to Porto Calvo|Porto Calvo Village]]
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<if $pistola is 1>>\
<<if $personagem is "Fighter" or random(1,10)>6>>\
You aim and shoot one of the white men, which falls injured to the ground. The others scream and hide behind the trees when they see that you have a gun and can shoot. \
<<set $pistola to 2>><<set $fuga -=2>>\
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<else>>\
You shoot the white men, but you don't hit anyone. But now that they know you have a weapon, they back down enough to allow you some advantage in the escape. \
<<set $pistola to 2>><<set $fuga -=1>>\
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<timed 1s>><<audio "tiro" play>><</timed>>
<</if>>\
<<else>>\
You remember the gun is out of gunpowder when you try to use it and it doesn't work. One of the whites takes advantage of this moment and shoots you right. \
<<if $ferimento is "">>Your arm is now injured. <<set $ferimento to "braço">>\
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<timed 3s>><<audio "tiro" play>><</timed>>
<<else>>Unfortunately you do not resist the injuries, your story ends here.
<</if>>
<</if>>Now choose the person who will be in the rear:
<<if $frente is not "You">>[[You|Mato][$reta to "you"]]<</if>>
<<if $tonho is 1 and $frente is not "Tonho">>[[Tonho|Mato][$reta to "Tonho"]]
<</if>>\
<<if $maria is 1 and $frente is not "Maria">>[[Maria|Mato][$reta to "Maria"]]
<</if>>\
<<if $simião is 1 and $frente is not "Simião">>[[Simião|Mato][$reta to "Simião"]]<</if>><<if $personagem is "Perceptive">>\
You, experienced in survival, arrive get safely away from Porto Calvo. Now you have to make the trip back to Quilombo. \
<<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder.<<set $pistola to 1>><</if>>
[[The Way Back to Quilombo]]
<<else>>\
You look undecided and it soon becomes obvious that you are lost in the woods. <<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder. <<set $pistola to 1>><</if>>Suddenly a frightening sound makes your heart race: the roar of a jaguar!
While you are afraid, the jaguar comes out of nowhere and jumps on you!
[[Try to get rid of the jaguar|Tentar se livrar da onça]]
<<if $pistola > 0>>[[Shoot the jaguar|Atirar na onça]]<</if>>
<<if $pistola > 0>>[[Shoot directly above|Atirar para cima]]<</if>>
<</if>><<if $frente is "Maria" or ($frente is "You" and $personagem is "Perceptive")>>\
$frente, experienced in survival, arrive get safely away from Porto Calvo. Now you have to make the trip back to Quilombo. \
<<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder.<<set $pistola to 1>><</if>>
[[Retunr to the quilombo|The Way Back to Quilombo]]
<<else>>\
$frente were undecided and soon becomes obvious that you are lost in the woods. <<if $pistola is 2 and $pólvora is 1>>You take this moment to reload the gun using gunpowder. <<set $pistola to 1>><</if>>Suddenly a scary sound makes everyone's heart race: the roar of an jaguar!
While everyone is scared, the jaguar comes out of nowhere and jumps over $reta!
[[Try to get rid of the jaguar|Tentar se livrar da onça]]
<<if $pistola > 0>>[[Shoot the jaguar|Atirar na onça]]<</if>>
<<if $pistola > 0>>[[Shoot directly above|Atirar para cima]]<</if>>
<</if>><<if $reta is "Tonho">>With agility, Tonho gets rid of the jaguar, but not without hurting himself.<<set $fertonho to 1>>
[[Return to the quilombo|The Way Back to Quilombo]]<<elseif ($reta is "you" and $personagem is "Fighter" and $ferimento is "")>>With agility, you get rid of the jaguar, but not without hurting yourself.<<set $ferimento to "perna">>
[[Return to the quilombo|The Way Back to Quilombo]]
<<else>>\
The fight against the jaguar is hopeless, and eventually you can make it go away, but unfortunately the jugular injuries are very deep, and $reta will die very soon.
<<if $reta is "you">>Your story ends here.<<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 $grupo to 0>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<</if>>
<</if>><<if $pistola is 1>>\
<<if $personagem is "Fighter" or random(1,10)>6>>\
You aim and shoot the jaguar, who gets wounded and runs away to the sound of dozens of birds flying. At least $reta were not seriously injured. \
<<if $pólvora is 1>>You reload the pistol.<<else>><<set $pistola to 2>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<<timed 1s>><<audio "tiro" play>><</timed>>
<<else>>\
You shoot the jaguar, but in desperation you miss the shot, and you end up hurting $reta<<if $reta is "you">>rself<</if>>. At least the noise startled the jaguar. \
<<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 $reta is "you" and $ferimento is "">><<set $ferimento to "perna">><</if>>\
<<if $pólvora is 1>>You reload the pistol.<<else>><<set $pistola to 2>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<</if>>\
<<else>>\
You remember the gun is out of gunpowder when you try to use it and it doesn't work. The fight against the jaguar is hopeless, and eventually you can make it go away, but unfortunately the jugular injuries are very deep, and $reta will die very soon. \
<<if $reta is "you">>Your story ends here.<<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 $grupo to 0>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<</if>>
<</if>><<if $pistola is 1>>\
You shoot up, causing the jaguar to scare and run to the sound of dozens of birds flying. At least $reta were not seriously injured. \
<<if $pólvora is 1>>You reload the pistol.<<else>><<set $pistola to 2>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<<timed 1s>><<audio "tiro" play>><</timed>>
<<else>>\
You remember the gun is out of gunpowder when you try to use it and it doesn't work. The fight against the jaguar is hopeless, and eventually you can make it go away, but unfortunately the jugular injuries are very deep, and $reta will die very soon. \
<<if $reta is "you">>Your story ends here.<<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 $grupo to 0>><</if>>\
[[Return to the quilombo|The Way Back to Quilombo]]
<</if>>
<</if>>Tonho holds Maria and helps her run for cover.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fuga +=1>>Simião holds Maria and helps her run to hide.
[[Hide in the woods|Se esconder no matagal]]
[[Keep running|Continuar correndo]]
<<if $pistola > 0>>[[Shoot them with the pistol|Atirar neles com a pistola]]<</if>>
<<set $fuga +=1>><<if $personagem is "Literate">>Even without speaking the same language, you can understand each other reasonably. They appear to be threatened by white men 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 white men, and they are offering something in return, but you're not sure what it is. <<elseif $simião is 1>>Even without speaking the same language, Simião can understand them reasonably. He says they appear to be threatened by white men 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 white men, and they are offering something in return, but Simião is not sure of what it is. <<else>>You don't 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|Ajudar os nativos]]
[[Deny the help and move on|Ending]]You get back to Palmares. When you finally arrive, it is time to rest and recover from the trip. Some time later, you are called again by Ganga Zumba, who evaluates the success of your mission:
<<set $pontos to 0>>\
- \
<<if $burro is 1>><<set $pontos +=1>>I'm glad you didn't lose the donkey, \
<<if $enxadas is 5>><<set $pontos +=1>>and that you arrived in Porto Calvo with the cargo intact. <<else>>despite losing part of the cargo on the way. <</if>>\
<<if $foices > 0>><<set $pontos +=1>>And I see you made a good deal. This is very good, these tools will be very useful to us. <</if>>\
<<if $pistola > 0>><<set $pontos +=1>>Especially that gun you brought. <</if>>\
<<else>>You let thieves take the donkey, this will do damage to this mocambo. \
<</if>>\
<<if $francisco is 1>><<set $pontos +=2>>But what makes me happy is that you brought my nephew back! <<else>><<set $pontos -=2>>But I'm really disappointed not to see my nephew with you. It was very important to find him and bring him here. <</if>>\
<<if $padre < 1>><<set $pontos -=1>>What happened to priest will cause us problems. <</if>>\
<<if $padre is 1 and $padredorme is 0>><<set $pontos -=1>>You should not have awakened the priest, this will cause us problems. <</if>>\
<<set $pessoas to []>>\
<<if $fertonho is 1>><<run $pessoas.push('Tonho')>><</if>>\
<<if $fermaria is 1>><<run $pessoas.push('Maria')>><</if>>\
<<if $fersimião is 1>><<run $pessoas.push('Simião')>><</if>>\
<<if $pessoas.length is 1>><<set $pontos -=1>>$pessoas was injured during the mission but will be fine. <<elseif $pessoas.length > 1>><<set $pontos -=1>><<= $pessoas.join(' and ')>> were injured during the mission but will be fine. <</if>>\
<<set $pessoas2 to []>>\
<<if $tonho is 0>><<run $pessoas2.push('Tonho')>><</if>>\
<<if $maria is 0>><<run $pessoas2.push('Maria')>><</if>>\
<<if $simião is 0>><<run $pessoas2.push('Simião')>><</if>>\
<<if $pessoas2.length is 1>>$pessoas2 returned here before you, and is fine. <<elseif $pessoas2.length > 1>><<set $pontos -=1>><<= $pessoas2.join(' and ')>> have returned here before you, and they're fine. <</if>>\
<<set $pessoas3 to []>>\
<<if $tonho is -1>><<run $pessoas3.push('Tonho')>><</if>>\
<<if $maria is -1>><<run $pessoas3.push('Maria')>><</if>>\
<<if $simião is -1>><<run $pessoas3.push('Simião')>><</if>>\
<<if $pessoas3.length > 0>><<set $pontos -=2>>Unfortunately, we lost <<= $pessoas3.join(' and ')>>. A big loss! The relatives are inconsolable. <</if>>\
<<if $brancos is -1>>You have survived a tough battle with the white man, but they will not give up on attacking us. <</if>>\
<<if $capitão is -1>><<set $pontos +=1>>As for the bounty hunter, at least that traitor will bring us no more trouble. <</if>>\
<<if $grupo is 0>>And you were very lucky to have arrived here alive. <</if>>\
- \
<<if $pontos < 0>>\
For all that, I regret sending you on this mission. Not worth it. You can still live here, but expect nothing more from me.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<elseif $pontos is 0>>\
For all that, I don't know if it was worth sending you on this mission. I will not make this mistake again.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<elseif $pontos > 0 and $pontos < 3>>\
For all that, it might not have been so bad, but I certainly expected something better from you. You will be rewarded, but I hope you do not disappoint me.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<elseif $pontos > 2 and $pontos < 5>>\
For all these reasons, I believe the result was satisfactory. But it can improve. You will be rewarded, keep it up.
Your story ends here. Try to perform better to see the most interesting outcome of this story.
<<elseif $pontos > 4 and $pontos < 7>>\
<<if $francisco is 1>>For all that, I think it was a great performance, congratulations! You will be generously rewarded, and you are invited to my celebration banquet!
[[Go to the banquet|Ir ao banquete]]
<<else>>You did very well, but I still hoped you would bring my nephew back. Until he comes, I won't settle down.
Your story ends here. Try to perform better to see the most interesting outcome of this story.<</if>>
<<elseif $pontos > 6>>\
I knew I could count on you! But you surprised me! For all you have done, you have earned the title of Quilombo Warrior, you are the guest of honor of my celebration banquet!
[[Go to the banquet|Ir ao banquete]]
<</if>>
You decide to help the natives and follow them to what appears to be a camp. In the distance you see four men in hats, riding horses and carrying guns, who seem to be talking to a native with a distinctive chieftain's headdress, and several natives are around them. This situation can 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|Atacar de surpresa]]
[[Sneak in and try to hear the conversation|Se aproximar furtivamente e tentar ouvir a conversa]]
<<set $capitão to 1>>
<<set $brancos to 1>>How will you attack?
[[Attack the bounty hunter with the knife|Atacar o capitão do mato com a faca]]
[[Attack the white men with the knife|Atacar os brancos com a faca]]
<<if $pistola > 0>>[[Attack the bounty hunter with the pistol|Atacar o capitão do mato com a pistola]]<</if>>
<<if $pistola > 0>>[[Attack the white men with the pistol|Atacar os brancos com a pistola]]<</if>>
<<set $ataque to 3>>
<<if $personagem is "Fighter">><<set $ataque += 2>><</if>>
<<if $ferimento is "">><<set $ataque += 1>><</if>>
<<if $tonho is 1 and $fertonho is 0>><<set $ataque += 2>><</if>>
<<audio "trilha" stop>>\
<<audio "ação" play>>\<<if $personagem is "Perceptive">>As you approach, you are shocked to recognize that one of the men who is riding a horse and holding a firearm in his hand is Bastião, who was a slave in the mill from which you fled. You believed he had been killed after the escape, but apparently he became a bounty hunter of his own people! From what you have heard, you find 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 white men look angry.
[[Attack by surprise|Atacar de surpresa]]
[[Try talking to them|Tentar falar com eles]]
[[Leave while you can|Ir embora enquanto pode]]
<<else>>As you approach, you realize that these are fugitive hunters, and they have a traitor among them, a bounty hunter of his own people! From what you have heard, you find 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 white men look angry.
[[Attack by surprise|Atacar de surpresa]]
[[Try talking to them|Tentar falar com eles]]
[[Leave while you can|Ir embora enquanto pode]]
<</if>>This was not a good idea, they are not willing to talk or negotiate, and as soon as the bounty hunter sees you, he orders the attack.
[[Run|Fugir 2]]
[[Fight|Lutar]]
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\<<if random(1,10) >5>>You try to go unnoticed, but the bounty hunter catches your presence and announces it with a scream.
[[Run|Fugir 2]]
[[Fight|Lutar]]
<<timed 3s>>\
<<audio "trilha" stop>>\
<<audio "ação" play>>\
<</timed>>\
<<else>>You leave unnoticed, and head for the quilombo, leaving this fight for another time.
[[Go on|Ending]]
<</if>>How will you attack?
[[Attack the bounty hunter with the knife|Atacar o capitão do mato com a faca]]
[[Attack the white men with the knife|Atacar os brancos com a faca]]
<<if $pistola > 0>>[[Attack the bounty hunter with the pistol|Atacar o capitão do mato com a pistola]]<</if>>
<<if $pistola > 0>>[[Attack the white men with the pistol|Atacar os brancos com a pistola]]<</if>>
<<set $ataque to 0>>
<<if $personagem is "Fighter">><<set $ataque += 1>><</if>>
<<if $ferimento is "">><<set $ataque += 1>><</if>>
<<if $tonho is 1 and $fertonho is 0>><<set $ataque += 1>><</if>>
<<if $grupo is 1>>\
You run as fast as you can. They are 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 cannot continue running. \
<<set $tonho to -1>><<set $fertonho to 0>>\
<<else>>He keeps running, but is 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>>It falls to the ground and unfortunately she is captured. \
<<set $maria to -1>><<set $fermaria to 0>>\
<<else>>She keeps running, but is 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 is injured. \
<<set $fersimião to 1>>\
<</if>>\
<</if>>\
<<if random (1,10) > 5>>One of the shots hits you. \
<<if $ferimento is not "">><<if $crucifixo is 1>><<set $crucifixo to 2>>Amazingly, the shot caught the crucifix you stole, leaving you unharmed!<<else>>You do not survive the shooting, and unfortunately your story ends here. \
<<set $ferimento to "morta">><</if>>\
<<else>>You keep running, but you are injured. \
<<set $ferimento to "braço">>\
<</if>>\
<</if>>\
<<if $tonho < 1 and $maria < 1 and $simião < 1 and $francisco < 1>><<set $grupo to 0>><</if>>\
<<if $ferimento is not "morta">>[[Ending]]<</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 $ferimento is not "">><<if $crucifixo is 1>><<set $crucifixo to 2>>Amazingly, the shot caught the crucifix you stole, leaving you unharmed!<<else>>You do not survive the shooting, and unfortunately your story ends here. \
<<set $ferimento to "morta">><</if>>\
<<else>>You keep running, but you are injured. \
<<set $ferimento to "braço">>\
<</if>>\
<</if>>\
<<if $ferimento is not "morta">>[[Go on|Ending]]<</if>>
<</if>>
<<timed 3s>><<audio "tiro" play>><</timed>>\
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<set $ataque += random(0,10)>>\
<<if $ataque > 10>>\
You throw the knife at the bounty hunter and it hits him hard, knocking him off his horse. You run and finish with him before he can react. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. \
<<set $capitão to -1>>\
<<set $pessoas to []>>\
<<run $pessoas.push('You')>>\
<<if $tonho is 1>><<run $pessoas.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $pessoas.push('Maria')>><</if>>\
<<if $simião is 1>><<run $pessoas.push('Simião')>><</if>>\
<<set $pessoa to $pessoas.random()>>\
<<if $pessoa is "Tonho">>Tonho was injured during the battle and is lying on the ground. \
<<set $fertonho to 1>>\
<</if>>\
<<if $pessoa is "Maria">>Maria was injured during the battle and is lying on the ground. \
<<set $fermaria to 1>>\
<</if>>\
<<if $pessoa is "Simião">>Simião was injured during the battle and is lying on the ground. \
<<set $fersimião to 1>>\
<</if>>\
<<if $pessoa is "You">>You were seriously injured in the head during the battle and fall unconscious to the ground. \
<<set $ferimento to "cabeça">>\
<</if>>\
<<if $ferimento is "cabeça">>[[Continue|Acordar]]<<else>>[[Continue|Aldeia]]<</if>>
<<else>>\
You throw the knife at the bounty hunter, but you make a mistake. He attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>\
<<set $brancos to -1>>
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<set $ataque += random(0,10)>>\
<<if $ataque > 10>>\
You attack the white men with your knife and you can take down one of them. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<<else>>\
You attack the white men with your knife but they are faster. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>\
<<set $brancos to -1>>
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<if $pistola is 1>>
<<set $pistola to 2>>\
<<set $ataque += random(0,10)>>\
<<if $ataque > 8>>\
You shoot the bounty hunter and hit him hard, knocking him off his horse. You run and finish him before he can react. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. \
<<set $capitão to -1>>\
<<set $pessoas to []>>\
<<run $pessoas.push('You')>>\
<<if $tonho is 1>><<run $pessoas.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $pessoas.push('Maria')>><</if>>\
<<if $simião is 1>><<run $pessoas.push('Simião')>><</if>>\
<<set $pessoa to $pessoas.random()>>\
<<if $pessoa is "Tonho">>Tonho was injured during the battle and is lying on the ground. \
<<set $fertonho to 1>>\
<</if>>\
<<if $pessoa is "Maria">>Maria was injured during the battle and is lying on the ground. \
<<set $fermaria to 1>>\
<</if>>\
<<if $pessoa is "Simião">>Simião was injured during the battle and is lying on the ground. \
<<set $fersimião to 1>>\
<</if>>\
<<if $pessoa is "You">>You were seriously injured in the head during the battle and fall unconscious to the ground. \
<<set $ferimento to "cabeça">>\
<</if>>\
<<if $ferimento is "cabeça">>[[Continue|Acordar]]<<else>>[[Continue|Aldeia]]<</if>>
<<else>>\
You shoot at the bounty hunter, but you miss. He attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>\
<<else>>\
You have forgotten that the pistol is unloaded. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>
<<set $brancos to -1>>
<<timed 1s>><<audio "tiro" play>><</timed>>
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\<<if $pistola is 1>>
<<set $pistola to 2>>\
<<set $ataque += random(0,10)>>\
<<if $ataque > 8>>\
You shoot the white men with your pistol and you can take down one of them. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<<else>>\
You shoot the white men with your pistol but they are faster. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>\
<<else>>\
You have forgotten that the pistol is unloaded. The bounty hunter takes advantage and attacks you, severely injuring your head. The rest of the battle goes on for a while, with the natives attacking the white men as well, who soon give up and flee. You fall unconscious on the floor.
[[Continue|Acordar]]
<<set $ferimento to "cabeça">>\
<</if>>
<<set $brancos to -1>>
<<timed 1s>><<audio "tiro" play>><</timed>>
<<timed 6s>>\
<<audio "ação" stop>>\
<<audio "trilha" play>>\
<</timed>>\You wake up, kind of confused, and it takes a while to understand what is going on. You are in the shaman's hut, who is apparently singing to you. He goes on with this kind of healing ritual for a while while you reestablish. A very old woman is by your side, smiling at you and cleaning your wound with a leaf soaked in some kind of oil.
[[Ask about place|Perguntar onde estou]]
[[Ask about injury|Perguntar sobre o ferimento]]
<<if $grupo is 1>>[[Ask about others|Perguntar dos outros]]<<else>>\<</if>>
[[Leave the hut|Sair da oca]]
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $ferimento to "">>\After the fight, the natives invite you to eat and recover with them. \
<<if $grupo is 1>>\
<<set $pessoas to []>>\
<<if $ferimento is not "">><<run $pessoas.push('you')>><</if>>\
<<if $fertonho is 1>><<run $pessoas.push('Tonho')>><</if>>\
<<if $fermaria is 1>><<run $pessoas.push('Maria')>><</if>>\
<<if $fersimião is 1>><<run $pessoas.push('Simião')>><</if>>\
<<if $pessoas.length > 0>>Moiara, the oldest of the natives, takes care of everyone who has been wounded, including <<= $pessoas.join(', ')>>... <</if>>You rest and recover, and you are ready to travel now. <<if $francisco is 1>>But Moiara wants to tell you something before you go.<</if>>
[[Go away|Ending]]
<<if $francisco is 1>>[[Listen to Moiara|Ouvir Moiara]]<</if>>
<<else>>\
<<if $ferimento is not "">>Moiara, the oldest of the natives, takes care of everyone who has been wounded, including you. <</if>>You rest and recover, and you are ready to travel now.
[[Go on|Ending]]
<</if>>
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $ferimento to "">>\"You are in our house. Are you alright. In a little while you can go to your house."
[[Ask about injury|Perguntar sobre o ferimento]]
<<if $grupo is 1>>[[Ask about others|Perguntar dos outros]]<<else>>\<</if>>
[[Leave the hut|Sair da oca]]
"It will be a memory, but your spirit is strong."
[[Ask about place|Perguntar onde estou]]
<<if $grupo is 1>>[[Ask about others|Perguntar dos outros]]<<else>>\<</if>>
[[Leave the hut|Sair da oca]]
"They are all right, they're out there waiting for you."
[[Ask about place|Perguntar onde estou]]
[[Ask about injury|Perguntar sobre o ferimento]]
[[Leave the hut|Sair da oca]]<<if $grupo is 1>>\
<<set $pessoas to []>>\
<<if $tonho is 1>><<run $pessoas.push('Tonho')>><</if>>\
<<if $maria is 1>><<run $pessoas.push('Maria')>><</if>>\
<<if $simião is 1>><<run $pessoas.push('Simião')>><</if>>\
<<if $francisco is 1>><<run $pessoas.push('Francisco')>><</if>>\
You see <<= $pessoas.join(', ')>> eating around a campfire. They appear to be fine and uninjured. You soon discover that you spent two days unconscious. You spend another day getting stronger to return to Palmares. It is time to leave. <<if $francisco is 1>>Moiara, the oldest, wants to tell you something before you go.<</if>>
[[Go away|Ending]]
<<if $francisco is 1>>[[Listen to Moiara|Ouvir Moiara]]<</if>>
<<else>>\
You see people eating around a campfire. They appear to be fine and uninjured. You soon discover that you spent two days unconscious. You spend another day getting stronger to return to Palmares. It is time to leave. You thank and say goodbye to the natives.
[[Go on|Ending]]
<</if>>Moiara is looking at Francisco as she says to you:
"Do you also see that he will be a great warrior of your people?"
[[- Yes, I feel it too|- Sim, eu sinto isso também]]
[[- No, what do you mean?|- Não, como assim?]]
[[- How do you know?|- Como você sabe?]]
"Then your eyes are open. You can go now."
[[Go on|Ending]]"Then your eyes haven't opened yet. But you can go now."
[[Go on|Ending]]"I can see it in him, you'll see it too. You can go now."
[[Go on|Ending]]
You are at the celebration banquet of the return of Ganga Zumba's nephew. It is a lively party, until at some point the music stops and everyone is silent to hear a speech from the boy. He gets up and says:
- I was born free in this quilombo and I was taken from here still a child. I was raised by a priest who taught me how to read and educated me to help him in the church. There they named me Francisco. But now that I return to my people, I no longer want to be called by the name the white men gave me. From now on I want to be called a Zumbi. Zumbi of Palmares!
Everyone applauds and marvels at the young man's speech, which at this moment seems to be no longer a boy, and seems to have a grand future ahead.
[[About Zumbi of Palmares|Sobre Zumbi dos Palmares]]
<<set $personagem to "">>\
<<set $fersimião to 0>>\
<<set $fermaria to 0>>\
<<set $fertonho to 0>>\
<<set $ferimento to "">>\
<<set $grupo to 0>>\
<<set $burro to 0>>\
<<set $pistola to 0>>\
<<set $bíblia to 0>>\
<<set $crucifixo to 0>>\
Thank you for playing "Ganga Zumba's Request". If you enjoyed this interactive fiction, please rate, comment, support this game.
<<link Credits>><<run Dialog.setup("Credits"); Dialog.wiki(Story.get("Créditos").processText()); Dialog.open()>><</link>>
[[Support this game|https://janosbiro.itch.io/ganga-zumbas-request/donate]]
<<link "Restart">><<run Engine.restart()>><</link>>
<<link "Go back to a point in the story">><<run UI.jumpto()>><</link>>''Ganga Zumba's Request'' is an interactive fiction set in colonial Brazil, near Quilombo dos Palmares.
Turn on the sound to hear the soundtrack.
[[Start|Criação de personagem]]
[[About Quilombo dos Palmares|Sobre o Quilombo dos Palmares]][img[Zumbi-dos-Palmares.jpg]]
Zumbi of Palmares was born in 1655, in the state of Alagoas, Brazil. An icon of the black resistance to slavery, he led the Quilombo dos Palmares, a free community formed by fugitive slaves coming from the farms in Colonial Brazil. Located in the Serra da Barriga region, it is currently part of the Alagoas municipality of União dos Palmares.
Although born free, Zumbi was captured at the age of seven and handed over to a Catholic priest from whom he was baptized and named "Francisco". He learned the Portuguese language and the Catholic religion, helping the priest in church celebrations. However, at the age of 15, he returned to live in the quilombo, where he fought to his death, in 1695.
Zumbi is considered one of the great leaders of brazillian history. Symbol of the struggle against slavery, it also fought for freedom of religious worship and the practice of African religion and culture in the country. The day of his death, November 20, is remembered and celebrated throughout the national territory as the "Day of Black Consciousness".
Source: http://www.palmares.gov.br/?page_id=8192
[[The End|Fim]]The quilombo, which in the Bantu language means "settlement", is a physical space of resistance against slavery. Escaped from coffee and sugarcane plantations, the people who refused to submit to exploitation and violence of the slave-owning colonial system clustered in the woods and formed settlements with some degree of social, political and economic organization and development.
Quilombos were created in hard to reach places, armed with weapons and defense strategies against the invasion of militias and government troops. Colonial Brazil had hundreds of quilombola communities, mainly in the states of Bahia, Pernambuco, Goiás, Mato Grosso, Minas Gerais, and Alagoas.
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 installed in Serra da Barriga, in the municipality of União dos Palmares, in Alagoas. It integrates, with the villages of Ambrósio and Campo Grande, the largest group of black resistance in the country.
Created at the end of 1590, Quilombo dos Palmares became an autonomous state, resisting for almost a hundred years the Dutch, Portuguese and Brazilian 'Bandeirantes' (explorer/bandit) attacks from São Paulo. In 1695, it was totally destroyed, a year after the death of Zumbi, assassinated by Domingos Jorge Velho, a contracted 'bandeirante' with the duty of destroying Palmares and other quilombos.
Source: http://serradabarriga.palmares.gov.br/?page_id=619
[[Back|Intro]]<<cacheaudio "trilha" "https://contrafatual.files.wordpress.com/2019/11/drums-of-the-deep.ogg">>
<<cacheaudio "ação" "https://contrafatual.files.wordpress.com/2019/11/round-drums.ogg">>
<<cacheaudio "gato" "https://contrafatual.files.wordpress.com/2019/11/gato.ogg">>
<<cacheaudio "tiro" "https://contrafatual.files.wordpress.com/2019/11/tiro.ogg">>
<<cacheaudio "soco" "https://contrafatual.files.wordpress.com/2019/11/soco.ogg">>
<<cacheaudio "porta" "https://contrafatual.files.wordpress.com/2019/11/porta.ogg">>
<<cacheaudio "porta2" "https://contrafatual.files.wordpress.com/2019/11/porta2.ogg">>
<<cacheaudio "acampamento" "https://contrafatual.files.wordpress.com/2019/11/acampamento.ogg">>
<<cacheaudio "cachorros" "https://contrafatual.files.wordpress.com/2019/11/cachorros.ogg">>
<<set $personagem to "">>\
<<set $vigia to "">>\
<<set $ferimento to "">>\
<<set $pistola to 0>>\
<<set $vigia to "">>\
<<set $milho to 0>>\
<<set $feijão to 0>>\
<<set $burro to 0>>\
<<set $grupo 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 $janela to 0>>\
<<set $alarme to 0>>\
<<set $biblia to 0>>\
<<set $crucifixo to 0>>\
<<set $fuga to 0>>\
<<set $padredorme to 1>>\
<<set $padre to 1>>\
<<set $brancos to 1>>\
<<set $capitão to 1>>\<<if $personagem is "Fighter">><<set $alarme +=2>>\
You break the door with brute force, but it makes a lot of noise.
You enter and see the kitchen of the house. There is a wood burning stove, some pots and pans, a table and two stools and several shelves with some plates, mugs and kitchenware. In one corner is a small pantry, with several food pots and a piece of dried meat hanging from a rope. There is a door leading out of the house, a door leading into the main room and a door next to the utility room.
[[Go to main room|Ir para a sala]]
[[Steal objects from the kitchen|Roubar objetos da cozinha]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>
<<audio "porta2" play>>
<<elseif $personagem is "Perceptive">>\
You use a pin to unlock the door without a sound.
You enter and see the kitchen of the house. There is a wood burning stove, some pots and pans, a table and two stools and several shelves with some plates, mugs and kitchenware. In one corner is a small pantry, with several food pots and a piece of dried meat hanging from a rope. There is a door leading out of the house, a door leading into the main room and a door next to the utility room.
[[Go to main room|Ir para a sala]]
[[Steal objects from the kitchen|Roubar objetos da cozinha]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>
<<audio "porta" play>><</if>>Tonho breaks the door with brute force, but it makes a lot of noise.
You enter and see the kitchen of the house. There is a wood burning stove, some pots and pans, a table and two stools and several shelves with some plates, mugs and kitchenware. In one corner is a small pantry, with several food pots and a piece of dried meat hanging from a rope. There is a door leading out of the house, a door leading into the main room and a door next to the utility room.
[[Go to main room|Ir para a sala]]
[[Steal objects from the kitchen|Roubar objetos da cozinha]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>
<<audio "porta2" play>>
<<set $alarme +=2>>
Maria uses a pin to unlock the door without a sound.
You enter and see the kitchen of the house. There is a wood burning stove, some pots and pans, a table and two stools and several shelves with some plates, mugs and kitchenware. In one corner is a small pantry, with several food pots and a piece of dried meat hanging from a rope. There is a door leading out of the house, a door leading into the main room and a door next to the utility room.
[[Go to main room|Ir para a sala]]
[[Steal objects from the kitchen|Roubar objetos da cozinha]]
<<if $francisco is 0>>[[Open door next to utility room|Abrir a porta ao lado da despensa]]<</if>>
<<audio "porta" play>>Simião tries a few times but can't open this door. Finally he gives up.<<set $alarme +=1>>
[[Enter through the front door|Entrar pela porta da frente]]
[[Enter through one of the windows|Entrar por uma das janelas]]
<<if $tonho is 1>>[[Ask Tonho to break in|Pedir a Tonho que arrombe a porta]]<</if>>
<<if $maria is 1>>[[Ask Maria to break in|Pedir a Maria que arrombe a porta]]<</if>>
<<audio "porta" play>>This door is locked.
[[Try to break in|Tentar arrombar]]
[[Enter through the front door|Entrar pela porta da frente]]
[[Enter through one of the windows|Entrar por uma das janelas]]
<<if $tonho is 1>>[[Ask Tonho to break in|Pedir a Tonho que arrombe a porta]]<</if>>
<<if $maria is 1>>[[Ask Maria to break in|Pedir a Maria que arrombe a porta]]<</if>>
<<if $simião is 1>>[[Ask Simião to break in|Pedir a Simião que arrombe a porta]]<</if>>
<<audio "porta" play>>You take this moment to reload the pistol using gunpowder.
[[Exit the house|Sair da casa]]
<<set $pistola to 1>>
<<set $alarme +=1>>[[Support this game|https://janosbiro.itch.io/ganga-zumbas-request/donate]]
<<link Credits>><<run Dialog.setup("Credits"); Dialog.wiki(Story.get("Créditos").processText()); Dialog.open()>><</link>>[[Twitter|https://twitter.com/intent/tweet?url=https://janosbiro.itch.io/ganga-zumbas-request]]
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