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  1. RAISIN QUEST 3 DAY 5
  2.  
  3. >denotes story posts, otherwise it's debate from questers.
  4.  
  5. DAY 5
  6.  
  7. Recap
  8.  
  9. >Go to find Sweetie Belle; search at Boutique
  10. >Read a note on front door saying Rarity was out in town today
  11. >Team is tired; seek rest. Boutique locked, Spike invites you and Scoots to the Library
  12. >Find Sweetie panicking in front of guard; Rarity is missing
  13. >Write letter to Celestia; ask to alter guard orders so that guards will search for Rarity
  14. >Made Sweetie happy
  15. >xXx Tell guards that Snakeoil Sally is really Snakeoil Sammy, provide no hard evidence xXx
  16. >Go to nap, didn’t snuggle with Scootaloo
  17. >Wake up, guards and Sally at front door
  18. >Confronted; accused of stealing.
  19. >**Talk to Sally, convince her that you can talk to Celestia**
  20. >**Sally lies to guards to make them leave**
  21. >Sally tells you about Tezel, her elixir, the unicorn fillies, and explains a few things
  22. .>Sally broke oath to Tezel; giant stone bird makes way to Ponyville to end her story
  23. >Trapped behind Sally and wall, nearly impaled by Stone Bird’s beak
  24. >HUG HAYSEED! PREVENT DEATH!
  25.  
  26. >Raisin, Scootaloo, and Spike stand out in the middle of the abandoned town square, just after escaping the clutches of Snakeoil Sally. Having just used Hayseed to avoid being impaled on a massive stone beak, Raisin feels around her chest to make sure that she’s unharmed. Again, she seems to have narrowly avoided death.
  27.  
  28. >Scootaloo realizes that she’s still hugging Raisin after their run in with Sally. She pushes her away and looks about, ensuring her girly actions remain unnoticed. “Okay… soo… uh… now that you’re back on the ground, shouldn’t we go find Sweetie Belle and Rarity? They were supposed to wait for us.”
  29.  
  30. >Spike scratches his chin. “Maybe they’re at the Boutique?”
  31.  
  32. >Now, Raisin’s life is in your hands to decide. Will she survive this quest? Wish you guys the best, good luck.
  33.  
  34. keep calm and carry on
  35.  
  36. We will survive, you're not going to have the last laugh.
  37.  
  38. Alright, I think that we should seriously discuss this for a little while before we act. We can't go to Sally since Tezel seems to know when she's betraying him, and I don't really want to have her killed just so we can have her temporary cooperation. I know it''s cheating, but there seems to be something in the treasure pile that would probably the key to victory.
  39.  
  40. We should split up the party: Scoots and Spike can take our shit to Zecora's (We should tell Zecora to look for cleaning agents in the potion), and we should get Sweetie Belle and either go to Sugarcube Corner or take the big risk of re infiltrating the cart.
  41.  
  42. Let's go to Sugarcube Corner to get the grape thing
  43.  
  44. Send Scootaloo and Spike to Zecora's, have her analyze the pure powder since we know nothing in the potion itself is inherently magical.
  45.  
  46. Look around for Sweetie Belle Worse comes to worse we can use her as bait
  47.  
  48. >Using the information you gathered from your last near death experience, you reach into your saddlebags to hand Scootaloo and Spike the sand that you collected from Sally's stage. She yawns and accepts them. "Uh... alright. Are you gonna look for Sweetie Belle then?" You nod your head.
  49.  
  50. >"Well, alright." She stretches. "We'll find you when we've got something new from Zecora." She turns her head to Spike. "Spike! Let's get going."
  51.  
  52. >He shakes his head to wake himself up. "Huh? Oh.. yeah, let's go." You watch the pair start heading out towards Fluttershy's cottage, on their way to make the delivery.
  53.  
  54. >You turn toward the Library, knowing that Sweetie Belle will be nearby. Sure enough, you see your friend bouncing up and down, panicking in front of the guard.
  55.  
  56. Go grab her. Tell her that we think we know where her sister is and that the guards are very busy on official business.
  57.  
  58. Should we go get Applebloom? And the explosive?
  59.  
  60. Not until the very last moment. Holding onto the explosive satchel means risking everything. If we get unlucky, then everything we've done will have been for nothing.
  61.  
  62. >INVENTORY: Raisin: CMC Cape, Boots, Hayseed, Rocks, Stompstarter
  63. Scootaloo: CMC Cape, Vial of Glittering Sand, Snakeoil Sally's Miracle Elixir
  64. Spike: Nothing
  65.  
  66. Also, how tired are we feeling?
  67.  
  68. >You gallop over to Sweetie Belle, listening to her rant about how her sister suddenly disappeared into the night air. Again, the guard doesn't seem to be able to help much. "I'm sorry, little one, but we're already on a search and rescue mission on orders from the Princess herself."
  69.  
  70. >Sweetie starts getting bleary eyed, but you grab onto her. "R...raisin?" She sniffles. "I lost Rarity..." You calm her down, waving the guard away. With a sigh of relief, he slowly backs up and returns to his patrol. You tell Sweetie that you may know where Rarity is, but she's gonna have to follow you.
  71.  
  72. >"O..Okay... did you see her, then?" Sweetie seems hopeful and rejoins your party.
  73.  
  74. >You feel light headed. Your eyelids feel rather heavy, but the excitement and terror of nearly being killed by a giant stone bird keeps you awake.
  75.  
  76.  
  77. We're going to be taking a trip to the cart. Send Sweetie ahead, though; Sally will recognize us if we get anywhere near the stage, but she never saw Sweetie. Sweetie can tail her when she's hiding the treasure while we buy a bottle of elixir in case we begin to feel drowsy.
  78.  
  79. What's Sweetie's inventory?
  80.  
  81. >Sweetie Belle: CMC Cape, 2 Slingshots, Bag of Marshmallows
  82.  
  83. We also need to get the bell or horn or whatever Derpy used to keep the derped fillies under control if Sally's just going to let them out.
  84.  
  85. Take one of the slingshots and eat a marshmallow for breakfast.
  86.  
  87. >You tell Sweetie Belle that you more than likely saw a pony that looked kind of like Rarity heading to the Market Square. "That's where Sally's Stage is! We've gotta hurry!" Sweetie Belle runs up ahead of you. You tail her quickly, heading down a moderately busy alleyway.
  88.  
  89. >When you approach town center, you see a little unicorn filly wandering around. She's walking around the square. It looks like she's asking ponies questions, but you can't tell.
  90.  
  91. >Up on the stage, you see Derpy with a funny looking oragami bottle hat. She's standing next to a sign, but you can't read it. The crowd seems a little restless, but the Royal Guard's presence and the happy, quieter music helps to maintain some order.
  92.  
  93. >"There she is! I see her!" Sweetie Belle shouts next to your ear. Sure enough, as coincidence would have it, Rarity is up next to the stage.
  94.  
  95. >Before approaching the cart, you ask Sweetie if she has anything to eat. "Oh... um..." She searches around her bags. "I brought some marshmallows... in case we made a campfire or something. You want one?" She also knocks a slingshot out of her bags. You pick it up, saying that it'd be best to have one for yourself.
  96.  
  97. >Munching a marshmallow, you contemplate your next move with care.
  98.  
  99. Shit, and I thought this would be a dead end.
  100.  
  101. Do we see other fillies running about? If not, then wait for a while and wait to see what Rarity's going to do. If things start heating up, tell Sweetie to yell and get her sister's attention.
  102.  
  103. Look in the crowd for anyone we know.
  104.  
  105. >There seems to be a couple of other fillies running about the square, but they're with their parents. Mostly, they're standing around other stands, purchasing produce and sweets.
  106.  
  107. >You recognize almost every one of the ponies in the crowd; you've grown up with them. Notably, a shaky ball of pink stands out among the ponies, but she's near the front next to Rarity.
  108.  
  109. >You also see your dad running the grape stand off in the distance.
  110.  
  111. Fuck. Ask Derpy for free samples maybe?
  112.  
  113. Walk up to them calmly.
  114.  
  115. So are they part of the crowd or just look like they're waiting to be called on the stage? Approach if the former, wait if the latter.
  116.  
  117. >You decide to make your way up to the familiar ponies. Squeezing your way through the crowd of legs, you weasel your way up to the front. It seems to be crowded. It's a tight fight to get up to Rarity and Pinkie, but you manage.
  118.  
  119. >"Rarity! Where did you go last night?! I was so worried!" Sweetie Belle runs up and hugs Rarity's leg. She shakes her head. "Mm-Oh, Hi Sweetie..." She's still a bit wobbly. "I got tired of waiting, so while you snoozed I went back to the Boutique... then I came here when I woke up."
  120.  
  121. >Pinkie nuzzles up next to your head. "Hi! Did you like your candy Raisin?" She's still jittery and energetic, but not moving quite as fast as she was yesterday. "I'm stocking up on this AMAZING energy drink! You gonna buy some too?"
  122.  
  123. Do we need a sample? If so, we can probably beg Pinkie for some.
  124.  
  125. Also, this stuff turns unicorns into mind slaves. Keep it away from Sweetie Bell.
  126.  
  127. "I would if I had any money left..."
  128.  
  129. Any sign of Twilight?
  130.  
  131. Ask Pinkie if we can have one of the bottles and that we'll work it off later. Also, ask her how many of those has she drunk? Tell her that everyone else who's been drinking them has experienced a crash, just look at Rarity.
  132.  
  133. Ask either of them if they've seen Twilight.
  134.  
  135. This. Never let her handle any, even if she gets tired.
  136.  
  137. Staying here probably wouldn't be good. Maybe we should get some grape jelly for Sugarcube Corner.
  138.  
  139. Get some grapes from your dad to give to rarity
  140.  
  141. Just a hunch
  142.  
  143. Tell them that we need to talk in private. Get them away from whatever presentation Sally's going to do.
  144.  
  145. Do this, but take her over to the stand with us.
  146.  
  147. >You nod your head, saying that you definitely would if you had a few Bits on you. "Oh! That's okay! You can have one of mine! They're so super duper fantastic!" She reaches into her bags, pulling out a couple of candy canes. She spits one into your mouth, keeping one for herself. "I'm next in line, so just let your good pal Pinkie hook you up!" She winks. The previous customer leaves the stage with an angry look on his face. "Oh! Here I go!"
  148.  
  149. >Pinkie bounces up the stairs and starts talking to Derpy. She's still a bit hyperactive, so you weren't able to ask your other questions in time.
  150.  
  151. >You stand by Sweetie Belle and Rarity.
  152.  
  153. Ask Sweetie and Rarity to ask the pony why is he angry. We need to see if that Unicorn filly is still in the crowd.
  154.  
  155. Lead Rarity to get the grapes. We can watch the presentation from afar.
  156.  
  157. If our dad asks, just tell him to take it out of our allowance.
  158.  
  159. Give Rarity a candy cane while we're walking over to the grape stand. Toss a few in her mouth even if she isn't finished with the candy cane by the time we get the grapes.
  160.  
  161. Too late to talk to Pinkie. Go with the grapes idea. We really need something in lieu of a cure. Twilight will tear us to pieces if we can get her brain unwashed.
  162.  
  163. >While Pinkie barters with the wall-eyed pegasus up on stage, you juggle the candy cane in your mouth around. You tell Sweetie Belle that you see your dad nearby. You want to get a few grapes to snack. Sweetie Belle nods her head. "Oh! Remember, we were "at Fluttershy's" last night. I think Applejack already talked to her about it." You remember that the CMC always has a backup plan so your family doesn't worry about you during your crusades.
  164.  
  165. >Walking back through the crowd, you see Hayseed hanging up on a pitchfork by her candy canes. You immediately grab her and stuff her back into your bag.
  166.  
  167. >You make your way over to your dad. "Good morning, honey. How was the sleepo- huh... didn't sleep well, did ya? You had Hayseed with you, right?" He looks you over with concern. "Make sure to get some sleep."
  168.  
  169. Ask him if he has any grapes left.
  170.  
  171. "Hey Dad, can I have some grapes? I'll pay for them out of my allowance. I just want something cool and fresh to munch on, I'm not feeling too well."
  172.  
  173. Shove both the raisins and the candy canes in Rarity's mouth and hope for the best.
  174.  
  175. Save some to try on the elixir itself.
  176.  
  177. We have Rarity with us, right? Or, is she still in the crowd? Keep a VERY close eye on her.
  178.  
  179. >"Hey Dad, can I have some grapes? I'll pay for them out of my allowance. I just want something cool and fresh to munch on, I'm not feeling too well."
  180.  
  181. >"Not feeling well, eh? I can see that... did you even sleep last night, hun?" He lowers one of the baskets down from the stand. "Take as many as you like, grapefruit. We've still got a ton of them." He gives you a smirk.
  182.  
  183. Our main priority right now is to work on a cure. There's no way we can untaint the whole supply.
  184.  
  185. >mfw I'm just realizing that we were supposed to get some grape jelly from the Cakes and put it in the tub when we were infiltrating Sally's cart.
  186.  
  187. Fuck me in the ass and call me a bitch.
  188.  
  189.  
  190. Take as many as we can carry and give Rarity a couple along with the candy canes.
  191.  
  192. Tell him thank you and that we just need some energy. Get back to Rarity before we lose her.
  193.  
  194. How much room do we have left in our saddle bags?
  195. Go back to Rarity and Sweetie Belle.
  196.  
  197. >Guys, remember that there was a bow in Applebloom's stash. That may be important
  198.  
  199. If we have any of the elixir on us, we should try putting the grapes in it. Then, if we notice something happen, we can try it on our next reload (if needed). We could send Spike with the samples and the grapes.
  200.  
  201. >jumping to conclusions
  202. Lets figure out of the grapes do anything first.
  203.  
  204. >"Thanks, dad!"
  205.  
  206. >You take a hoof-ful of grapes and carefully fill your empty pocket in your saddlebags. You take another hoof-ful and snack them down. A little energy returns to your tired body.
  207.  
  208. >"Don't get into any trouble now, Raisin. See ya at dinner!" Your dad waves as you dive back into the crowd, hurrying to get back up to Sweetie and Rarity. You bump into Sweetie. "Oh! Raisin, thank goodness. Rarity won't stop pushing up to the stage!"
  209.  
  210. >Quickly, you pop a few grapes into Rarity's mouth. She chews them up and gulps them down. "Mmm... well... thanks, Raisin..." She looks at you funny, her eyes snapping back into position after a few seconds. "You... girls... stay right here... I'm going t-" Sweetie Belle grabs onto her sister, trying to keep her from going up on stage.
  211.  
  212. Ask Rarity why she is trying to get onto the stage. Ask Pinkie to help us with Rarity if we can't get her to stop trying to get onto the stage.
  213.  
  214. Do the grapes have any effect on Rarity? We should also try get some more elixir, probably from Pinkie. Try the grapes on the elixir itself. See what happens. Jr's hint was that something would unmask the contents of the elixir, not cure it.
  215.  
  216. Shove the candy canes into her mouth. I think both grapes and sugar are necessary to work together.
  217.  
  218. It certainly did something.
  219.  
  220. Maybe we should try mixing some grapes with the elixir and try it ourselves.
  221.  
  222. We should be cognitive enough to load if we start losing our mind.
  223.  
  224.  
  225. We have to focus on Rarity now. We can't let her get away. Otherwise, we can't follow her to Tezel's cave and by the time we get there on our own, the Numidium will probably be complete.
  226.  
  227. What if we got the jelly then took both the grapes and the jelly to Zecora?
  228.  
  229. >that feel when Hayseed is going to be snatched up by an eagle soon or something happens where we lose her permanently for the last leg of the quest.
  230.  
  231. Mark my words, it'll happen.
  232.  
  233. Ask Rarity why she want's to get onto the stage so badly.
  234.  
  235. Get in front of Rarity and shove the candy canes in her mouth. There's got to be some grape juice left in her mouth.
  236.  
  237. We have elixir at Zecora's and probably should have the assistance of a potions master when performing experiments.
  238.  
  239. This. We can always get more candy when we're at Sugarcube Corner when we get the jelly and more grapes from our dad. If that doesn't work, observe Rarity closely.
  240.  
  241. The longer this goes on, the more I think splitting up the party was a grave mistake.
  242.  
  243. >The late morning sun bathes the land in light
  244.  
  245. >You pluck the candy cane out of your mouth and jam it into Rarity's. Her eyes are still off, but she slowly scrunches up her face. "EwwwwWWWwww!!" She shakes her head and spits out the candy cane, letting it shatter against the ground. "W... why would you do something so... disgusting?!" It's hard to take her seriously because her eyes still seem a bit funny, but she's not concerned with getting up on stage anymore.
  246.  
  247. >Pinkie comes bounding your way, carrying a small box on her back. She seems a bit displeased. "Oh. Hi Raisin... You still wanted one, right?" She looks at you hesitantly.
  248.  
  249. >Te group moves out of the way and off to the side of the stage.
  250.  
  251.  
  252. Take one of the bottles from Pinkie, and ask her how much of this stuff she's been drinking.
  253.  
  254. Also, wasn't it the early morning when we started this session? How can it be late afternoon if we just traveled back to the market square and messed around a little bit?
  255.  
  256. Tell Pinkie that we might need her help later, so if she only got one then she should keep it and save it for later.
  257.  
  258. Ask her if the Cakes have finished making that jelly with the grapes we brought them yesterday.
  259.  
  260. Look to see what's happening. If it's nothing, head to Sugarcube Corner with Pinkie. Let's see if she can get us a sample of jelly.
  261.  
  262. >You nod your head. She looks a bit down, setting her box on the ground. Inside are three vials of elixir. There's space for 12, but only three slots are filled. "I was gonna stock up... but now they're super expensive..." She reluctantly hands you one. "I promised, so here you go."
  263.  
  264. >You make sure to ask her about the grape jelly. "Oh! We had all that done up yesterday! Thanks for the grapes!" Suddenly, her expression perks up. "Oh! I almost forgot!" She pops the top off of one of the drinks and gulps it down. Immediately, she's back into her hyper-mode. After running a few circles around you, Sweetie Belle, and Rarity, she picks up her box, pulls out a candy cane, and stands there, jittering in place. "Oh oh oh oh stop on by any time I've gotta go now wwwweeeEEEEE-" She takes off in a sprint.
  265.  
  266. >As Pinkie leaves you in her dust, it seems like more of the crowd is going up to get some elixir. You can't hear too much over the music, but you can hear some clambering around inside the stage. More unicorn fillies are wandering about.
  267.  
  268. Fuck, it's starting. It's too late for them; I wish we had an instrument. Go to Sugarcube Corner and begs the Cakes for the jelly. Drag Rarity if we need to, but try to keep Sweetie talking to her and distract her from the call to Tezel. She's going to be our key in.
  269.  
  270. Sing the tune the fillies were singing if we remember it and walk over to Sugarcube Corner.
  271.  
  272. Holy shit this. Be loud and ignore the strange looks. Pray that the guards don't confront us for leading a pack of fillies.
  273.  
  274. Seconding singing the tune if we still remember it. You want us to be creative? This is creative.
  275.  
  276. Well this could be interesting. Let's try it and see if we can lead them back to Sugarcube Corner.
  277.  
  278. >You tell Sweetie Belle and Rarity that the three of you should head out to Sugarcube Corner. "Uhm... okay." Sweetie Belle nods. Rarity looks back over her shoulder. "...wait... do you girls... could you girls wait a few mi-" Sweetie Belle grabs onto her sister's hoof. "C'mon, Rarity."
  279.  
  280. >As you start walking, you notice all of the younger unicorn fillies standing about. You remember what Sally told you about their fate should they make a journey out to the 'Castle in the Sand'. Seeing as you took the time to memorize the tune the night previous, you start to sing it aloud. You can hear the faint singing of the others little ponies around you.
  281.  
  282. >"Oh... uh... is that a new song or something?" Sweetie looks over to you. "Can you teach me?"
  283.  
  284. >After a little bit, you and Sweetie sing the song in duet. Rarity and the pack of fillies follow you with happy smirks on their faces as they hum the tune along with you. Standing out front of Sugarcube Corner, you see a blur of pink dashing about inside the Bakery.
  285.  
  286. Finally, something is working for us for once. Leave Sweetie outside to sing and duck in to get some of that delicious jelly.
  287.  
  288. Thanks Jr, I needed something good to happen.
  289.  
  290. >Hey, the only reason things are working out for you guys here is because you were smart a few nights ago and memorized the song. Kudos to you guys for using that to your advantage.
  291.  
  292. Thanks anyway
  293.  
  294. Duck in by ourselves and tell Sweetie to keep singing.
  295.  
  296. While I'm fucking ecstatic that something's working for us, we need to decide where we're going to put the little tykes. But, we'll decide that after we get the jelly.
  297.  
  298. >You tell Sweetie to keep the song going for your little filly audience... and Rarity, who now seems rather content. She bobs her head back and forth to the alluring melody. Sweetie gives you a wink and continues on.
  299.  
  300. >You rap at the door with your hoof. The door opens up almost immediately. "WelcometoSugarcubOHMIGOSH!!! RAISIN! ComeonIN!" Pinkie grabs onto you and pulls you inside.
  301.  
  302. >"Pinkie! Calm down, sweetheart. I need you to pull the cupcakes out of th-" Pinkie disappears while Mrs. Cake is talking. She sighs. "Hello, dear. Did you come by for some more candy?"
  303.  
  304. >You shake your head. "Actually... I was wondering if I could get a jar of that delicious Grape Jelly you and Pinkie made the other day."
  305.  
  306. >Mrs. Cake gives you an unsure look. "...O..Oh... yes, the jelly... uh..." Pinkie zips up to the counter with a discolored jar of grape jelly. "Thanks, Pinkie..." Mrs. Cake holds it up. You can see a broken candy cane suspended in it. "Pinkie added a few extra ingredients to the mix... I haven't been selling any so far."
  307.  
  308. >You acquire Peppermint Candy Grape Jelly.
  309.  
  310. Do we have enough room in our saddle bags to add stick it in, or do we need to give it to Sweetie Belle?
  311.  
  312. Thank her, head back outside and give the jelly to Sweetie Belle if we have to, and then tell her that we are going to Fluttershy's.
  313.  
  314. Leave before the remember to charge us for it and feed some to Rarity. Just a little, though, we should give the rest to Zecora.
  315.  
  316. Leave and wish the Cakes good luck with Pinkie.
  317.  
  318. The treasure was from the castle in the first place right?
  319.  
  320. Why do we need the treasure Sally took?
  321.  
  322. it was one of the plot-critical items we could have collected from Sally's cart. Sally had been sneaking it out of Tezel's castle without his knowledge, so it's possible there's something in it he wouldn't want to part with. like a phylactery or something
  323.  
  324. >You stuff the weird concoction in the pouch that previously held the Vial of Glittering Sand. You thank Ms. Cake for the free jelly. Pinkie zips up to the counter. "OhOhohohohohoh! It tastes grrrreat with that energy drink stuff!" She zooms on by Mrs. Cake with enough speed to make her spin in place. "N..Not a problem, Raisin... come back for the rest if you end up... liking it."
  325.  
  326. >As you walk outside, you see Sweetie Belle keeping up the harmonious little choir. Rarity shakes her head every once in a while, but goes back to singing. Scootaloo is standing off to the side, looking exhausted. Spike is sleeping on her back. "...what's going on here?"
  327.  
  328. Tell her we figured out how to keep unicorns from wandering off after they drank the potion, then ask her if she Zecora had any luck figuring out the potion.
  329.  
  330. Feed some of the jelly to Rarity and one of the fillies.
  331.  
  332. I want us to go back to Zecora's after dropping off those fillies. It might be usful to have her in the party with us.
  333.  
  334. >You tell Scootaloo that the singing seems to corral the brainwashed unicorns. Scootaloo pauses, looking them over again. "...wait... are these the same unicorns from last night? Did you spring them?!" She nods in approval. "Righteous! You're much cooler than I ever thought!" She bumps heads with you.
  335.  
  336. >Spike rolls over on her back, miraculously able to keep himself from falling off. While Sweetie continues to serenade the little fillies, Scoots yawns. "I'm sooo tuckered out... but I think Zecora helped us out big time. You know that Tezel stuff you were hearing in the town square yesterday?"
  337.  
  338. >You nod.
  339.  
  340. >"Apparently, that glittering sand comes from some 'Castle in the Sand' that this King Tezel lives in. Zecora told me all about it! There was a ton of stuff... like... treasure and... stuff..." She struggles with a few ideas. "Bah. Basically, there's this stone pony guy that makes this magic powder stuff; it makes unicorns a bit..." She points at Rarity. "If it's here, that means we've got some much bigger problems than Sally to worry about."
  341.  
  342. >You unscrew the top to the Jelly Jar and feed some to Rarity. Her singing instantly stops. She starts gagging. "Blech! Pfffah!" She spits it out. She gives you a cold look. "Stop. Feeding. Me. Weird. Stuff." She tries to look serious, but her eyes wander.
  343.  
  344. Damn, well, tell Scootaloo that if she's feeling tired, she can drink some elixir. As long as she eats a little jelly, she won't experience a crash. At least, it works for Pinkie.
  345.  
  346. Next stop, drop the fillies off at Fluttershy's house. We should go there, get Rarity and one of the babby unicorns, head to Applebloom's and get the satchel, and head to Zecroa's
  347.  
  348. Well, we tried. Next stop: Fluttershy's cottage.
  349.  
  350. seriously, I'd hate to sound like a broken record, but we really need to find where Sally stashed her loot before we go to the castle. there's got to be something important in all that gold
  351.  
  352. Maybe it would be better to get the explosive first. If we can get one of the fillies to hold it, at least there would be a wall of meat in between us and the explosion
  353.  
  354. I suggest saving.
  355.  
  356. no no no no no
  357.  
  358. no saving
  359.  
  360. How can we find it? If we confront her again, she'll be ripped to shreds by a stone bird. I mean, I don't want her to die too. It's hidden. We can try asking one of the fillies to see if they can lead us to it, but they might be too deep in trance to understand.
  361.  
  362. >You mention to Scootaloo that you think you've figured out how to cancel out the sickness crash that ponies keep getting from drinking the elixir. You hold up shake your saddlebag with the strange grape jelly in it. She takes a look as you explain eating this with the elixir just gives you the energy, none of the sickness.
  363.  
  364. >"...I think..." She yawns, shaking with Spike on her back. "...I'll pass."
  365.  
  366. >You tell Sweetie and Scoots that you should get the fillies off to Fluttershy's; she can watch over them while you figure out your next course of action. Sweetie walks around the group as the three of you sing the enchanting melody. The little fillies begin following you.
  367.  
  368. >As you continue, another adult unicorn joins your group. She hums in tune to the song.
  369.  
  370. Is the adult unicorn the one that tried to kill us on the first night?
  371.  
  372. I think our current order of business should be:
  373. >Drop the fillies off at Fluttershy's and have her sing for them
  374. >Take Rarity and the unicorn we just picked up to Zecora's
  375. >Give her the grapes and jelly to see if she can use them to make a cure
  376. >Confront Sally and try to make her tell us where she hid the treasure
  377.  
  378. Alright, so, if we want to look for treasure, I suggest we make a save point right now. We've been very lucky so far and things seem to be going well, at least for the moment.
  379.  
  380. Personally, I think that it would be a wild goose chase; Jr. wouldn't have given us a hint if we still could act on it.
  381.  
  382. You are worse than the "drink the elixir" guy.
  383. Our current save point is fine.
  384.  
  385. I know it feels like savescumming, but we could make a save now, convince Sally we can get her a pardon, find out where the treasure is, and reload. We can tell her that a mechanical bird is after her and there's something in her treasure pile that we can use to destroy it. Appeal to her desire to get out of this whole mess.
  386.  
  387. NO
  388. NO FUCKING SAVING
  389.  
  390. Then how the fuck do you guys plan on finding the treasure?
  391.  
  392. Well, actually, drinking the elixir might not be a bad idea now that we have some jelly to chase it down.
  393.  
  394. Continue to Fluttershy's and don't save.
  395.  
  396. I have a really bad feeling about this, but I suppose we should do this. I just really, REALLY hope we're not missing anything by searching for the treasure.
  397.  
  398. Keep Hayseed close, REAL close. In fact, check to make sure she's with us.
  399.  
  400. The more we savescum, the more we risk losing Hayseed forever. Don't save and go to the cottage.
  401.  
  402. >You continue along the dirt road, shrugging off the eerily familiar unicorn mare that you've picked up. As you proceed, a few ponies give you looks until you're up near Fluttershy's cottage. She's out tending to her chickens at the moment. She sees the large group and looks a bit shaky.
  403.  
  404. >"Oh... uh... hello?" You lip-read her response.
  405.  
  406. Beg her to babysit the children.
  407.  
  408. Tell Sweetie Belle to keep singing. Tell Fluttershy that these unicorns have been hypnotized to leave town, but if they do there is a good chance they will be killed. Ask her if we can teach her the song that controls them so they will stay safe with her.
  409.  
  410. We can ignore Applebloom until we get a cure, and ignore the explosives until we are on our next life
  411.  
  412. You know what, something's up with her. She was behaving strangely when we went to her in our second session.
  413.  
  414. Politely ask if we can come in.
  415.  
  416. Alright, so we drop the fillies off except for one. We take Rarity and the crazy unicorn with us since I don't trust her around kids. Then, go see if we can recruit Applebloom, pick up the explosive satchel and head to Zecroa to see if she can mass produce a cure with our grape jelly.
  417.  
  418. Also, she might be able to modify our explosive powder so that it's not as volatile.
  419.  
  420. Shit, this might be a good course of action. However, let's agree to drop off the fillies first. We don't even know if Fluttershy will take them in if she thinks we're lying.
  421.  
  422. >You rush up to Fluttershy, motioning to Scoots and Sweetie to continue singing. The unicorn fillies and the mysterious mare look a bit disgruntled for some reason.
  423.  
  424. >"Fluttershy, all of these unicorns are being mind controlled! We need you to watch them and sing to them while we go find a cure!"
  425.  
  426. >Fluttershy's eyes widen. "M..Mu...Mu...Mindcontrolled?!" She looks over them with fear. You assure her that they're harmless; they just need someone to keep them indoors and watch them so they don't go wandering off.
  427.  
  428. >"But... but..." She looks about. "I..." She doesn't seem to want to take them off your hands. You notice that Rarity is starting to wander off. The other fillies seem to be losing the melody...
  429.  
  430. Ask Fluttershy what is wrong. If she won't tell us then just say "King Tezel" and see if she reacts.
  431.  
  432. Go grab Rarity so she doesn't wander off.
  433.  
  434.  
  435. Tell Scootaloo and Sweetie to sing louder.
  436.  
  437. Tell Fluttershy that if she doesn't take them, they'll probably die. Also tell her that we're in over our heads and that we'll need all the help we can get. Otherwise, there's a good chance that something bad will happen and that all her animals will be killed or at the very least driven out of their homes.
  438.  
  439. Finish up by asking her if she has anything she wants to tell us and we only want to help.
  440.  
  441. But isn't Scootaloo a terrible singer?
  442.  
  443. Herp, tell Scooatloo to stop singing.
  444.  
  445. That's a good point.
  446.  
  447. Tell her to stop.
  448.  
  449. >You hear Scootaloo's cacophonous tones drowning out the melody. You motion her over to come and help you. She rushes over, stopping her horrible, malformed tones. The group seems to settle down as Rarity returns to hum along. "Yeah? Whatcha need, Grapes?"
  450.  
  451. >You tell her that the two of you need to convince Fluttershy to take the fillies in. You and Scoots bombard the yellow pegasus with a bunch of guilt tripping, telling her that if she doesn't watch the fillies, they will wander off an never be seen again. Only she can help.
  452.  
  453. >"Oh... my... uhm..." Fluttershy looks around. You ask her sincerely once more.
  454.  
  455. >"...okay. I'll watch them..." She opens her front door. "...is there anything special I need to do for them?" You tell her that she needs to sing the song that Sweetie's singing. She looks about and nods. "Okay, got it... I can watch Rarity too... but what about that other mare?" She points at the mysterious mare that joined your group.
  456.  
  457. Teach her the melody. Let her know they respond to it.
  458.  
  459. Tell her that we are hoping that the unicorn can help us with a problem of ours, and will be going with Rarity and the rest of us to Zecora's.
  460.  
  461. Before we leave we need to ask Fluttershy if the name KIng Tezel means anything to her.
  462.  
  463.  
  464. We can take the treasure maniac. We should also take a random filly.
  465.  
  466. Teach Fluttershy the song and tell her that singing it calms them and gets them to group around her. Tell her also that they're not really smart, so if worse comes to worse she could lock all the doors and windows and let them wander around the house.
  467.  
  468. Maybe leave out some food and water, in case they're still sane enough to be aware of hunger and thirst.
  469.  
  470. We'll be taking Rarity and the other mare. Ask her if there's anything she wants to tell us. Tell her that we need all the information we can get and if she's in trouble, we can help her.
  471.  
  472.  
  473. Tell her that you think that feeding them grape jelly might help, but you haven't tested that theory. If she has some around and they get hungry, just throw it out to her.
  474.  
  475. >You tell Fluttershy that you'll be taking the other mare and Rarity with you. Sweetie Belle guides most of the fillies in. Scootaloo holds back the other pony and Rarity. "Wh... what?" Rarity looks confused.
  476.  
  477. You say that, if worse comes to worse, that she should just lock her doors and let them wander around inside the house. Sweetie walks back out, nodding to Fluttershy. Fluttershy looks a bit distressed, but picks up as Sweetie stops.
  478.  
  479. "Thanks, Fluttershy. We'll be back later, promise." Sweetie Belle waves as Fluttershy, worried, enters back into her house.
  480.  
  481. "Have you ever been to th-" She stops as Sweetie Belle remembers to continue singing. Spike jostles around on Scootaloo's back once more. He still seems sound asleep.
  482.  
  483. >Where to?
  484.  
  485. Slap Spike on the head. Wake his lazy ass up.
  486.  
  487. Also, should we try to head over and recruit Applebloom or hope that the fanatic will lead us to the treasure pile?
  488.  
  489. We could do both if we saved
  490.  
  491. Pour a few drops of elixir into the dragon's mouth.
  492.  
  493. Also, check to make sure Hayseed's with us.
  494.  
  495. Wake Spike up and have him do it. Maybe shell be less inclined to fight a dragon. Instruct him to say that he's never been to the castle in the sand, just in case.
  496.  
  497. Keeping singing and lead the two unicorns to Zecora's, try to get a look at the new unicorn's Cutie Mark.
  498.  
  499. Don't save.
  500.  
  501. >The afternoon sun hangs high in the sky
  502. .You walk up to Scoots and bop Spike on the head. He hiccups a flame. "WhaaaahahAH!" The little dragon springs to life. "What's going on?!" As the bleary eyed dragon awakens, you catch him up to speed as to what you've found out.
  503.  
  504. >"Okay... I was wondering about the singing there..." He scratches his head.
  505.  
  506. >You tell him that the group has a new guest that needs to be interrogated a bit. When Sweetie stops singing, he needs to tell her that he's never been to any 'Castle in the Sand'.
  507.  
  508. >"...what now?" He looks at you, unsure.
  509.  
  510. >Sweetie Belle stops singing and ducks behind you. Scootaloo sticks by your side. "...do you know this pony, just to ask?"
  511.  
  512. >"Have you ever been to the Castle in the Sand?" The unicorn inquires. Spike answers with a simple, unsure 'no'. The mare looks up at you, Scootaloo, Raisin, and Rarity, asking the same question as her eyes bobble about.
  513.  
  514. >All of you answer no... except Rarity. "...the Castle in the Sand?" She looks about. "I... where is it?"
  515.  
  516. >The mare nods her head. She starts heading back into town.
  517.  
  518. Start singing again and lead them to Zecora's.
  519.  
  520. follow that mare
  521.  
  522. If we break the spell, they cant lead us to where we need to go. What do you hope to gain by curing them?
  523.  
  524. Well, follow them I guess. Tell Sweetie to keep talking to her sister about just little things. We have to distract her from the trance.
  525.  
  526.  
  527. It's hidden and probably guarded. It would be faster to just let her lead us to it.
  528.  
  529. >that feel when you realize the sleeping powder was for her so we could retrieve the important plot device without fighting her.
  530.  
  531. I swear to God, we rushed this one too much.
  532.  
  533. At least give the jelly and grapes to Sweetie Belle and tell her to take it to Zecora so she can hopefully use them to find a cure. Tell her to take Rarity too.
  534.  
  535. >sending a filly alone into the Everfree Forest
  536. >the dumbest filly of them all
  537. >with a drugged out unicorn
  538. >singing loudly
  539. Think that one through for a moment.
  540.  
  541. >You start following the mysterious mare. You remember to tell Sweetie Belle to sing. Quickly, Sweetie Belle, Scootaloo, Rarity, and Spike catch up to you. "We're going to find the Castle, aren't we?!" Scootaloo looks excited, but slightly dizzy.
  542.  
  543. >You shake your head. "No... not yet. I think this mare knows where something really important is..."
  544.  
  545. >"What is it?" All but Rarity ask. You answer with an 'I don't know', keeping up your brisk trot behind the derp eyed mare. As you near town, the mare heads toward the town square. She keeps stopping at random, asking ponies if they've been to a Castle in the Sand.
  546.  
  547. >As you come to a stop, you see Spike carrying Scootaloo. She's sound asleep.
  548.  
  549. Pour some elixir into both of their mouths.
  550.  
  551. Keep following the unicorn.
  552.  
  553. Wake Scootaloo up and try to convince her to drink the elixir and eat some of the jelly while she is still half-asleep.
  554.  
  555. Wake Spike up at least. If she starts attacking someone, we'll need some dragonfire to get her to stop.
  556.  
  557. >You bump Scootaloo. She makes some weird grunting noise. Spike sets her down on the ground. "You better wake up. I'm not gonna carry you everywhere." Scootaloo rolls over. "I carried you everywhere!"
  558.  
  559. >You tell Scootaloo to drink some of the elixir. She sighs. "Not if I have to chase it down with that nasty jelly stuff Pinkie made..." Before she can finish, you mix the jelly and elixir in her mouth. She swallows it.
  560.  
  561. >"Huh... that's actually not too... wow!" She smiles and kicks her forelegs up. "I feel fantastic!"
  562.  
  563. >The mysterious mare seems to be picking on a kid in the distance.
  564.  
  565. Do the same thing to Spike and check things out. Be ready for a fight.
  566.  
  567. Run over to the kid and tell the unicorn and it's lying and that she shouldn't forget her objective.
  568.  
  569. >You offer some of the elixir to Spike. He takes a look over to the jar of jelly. He shakes his head. "Nah, I'm good. Sweetie could probably use some, though..." Sweetie Belle yawns as she continues singing to her incredibly happy sister.
  570.  
  571. >As you approach, you see Snakeoil Sally start walking up to the unicorn. She shoves the unicorn mare and pushes the kid to the side. The little pegasus filly runs off crying. You see Sally put an arm around the mare and lead her into a nearby alleyway. Several ponies look on. "Hey, isn't that Sally?"
  572.  
  573. Be stealthy. Don't give Sweetie a single drop. Tell her to eat some marshmallows if she's feeling tired; maybe the sugar will give her some energy.
  574.  
  575. Try to not be seen.
  576.  
  577. >"Hey... that was Sally, wasn't it?" Scootaloo looks onwards. You tell her that you're gonna sneak up and see what she's doing with your mysterious mare. "I'll back you up, Raisin."
  578.  
  579. >You tell Scootaloo that you're gonna hoof it alone. You've got boots, so you're able to move around a bit quieter. Scootaloo looks at you cross. The sounds of the town square almost drown out your talking. "...okay, then." You shrug, telling her that you've gotta be extra stealthy.
  580.  
  581. >You sneak down the alley, watching Sally lead the pony out towards a tree. There's significantly less ponies out behind the buildings.
  582.  
  583. >"So, you're looking for treasure, huh?" Sally starts talking to the mare. You see something hit the ground. The treasure seeker follows it to the ground and stares. "Watch this for me, will ya?" Sally looks around.
  584.  
  585. Wait. I bet this is a trap. The unicorn will get the important trinket and start walking back. We have to be sure not to botch this. Sally won't betray an emissary of her master.
  586.  
  587. Watch Sally closely. If she looks like she is going to do anything too violent then cough loudly.
  588.  
  589. If the unicorn isn't grabbing it and walking off, then I'm suspicious. Wait until the unicorn grabs it.
  590.  
  591. Observe closely, but stay hidden. The only reason she betrayed Tezel was after she knew she could get a pardon. Trust her.
  592.  
  593. >You hide near a trashcan and watch on. Sally looks over her shoulder, seeing if anyone is watching. She pulls out a small black club from under her coat. She looks around again. "Keep looking... You're about to see a whole bunch more of it..."
  594.  
  595. Use our slingshot to shoot one of our rocks to hit the opposite end of the alley.
  596.  
  597.  
  598. Oh shit. Uhh, laugh while hidden. Maybe stomp your feet so it sounds like some kids were just playing and left.
  599.  
  600. Fuck
  601.  
  602. Yell "Don't" in an ominous, deep voice. Maybe nit'll scare her into giving the unicorn what she wants.
  603.  
  604. This seems like a good idea. Sally's motivated by fear. By ready to hug Hayseed in case Sally walks over to investigate.
  605.  
  606. Is she stupid? That bird deserves to die.
  607.  
  608. now that we know where the treasure is, why don't we reload and investigate the tree earlier in the day, when Sally isn't around to guard it
  609.  
  610. I doubt it will work, but fuck if it isn't our best shot. Try to sound like an old, evil king as best we can.
  611.  
  612. Maybe. I'd really hate to reload now; we've been doing so well. Besides, we're supposed to at least try to not abuse the save feature.
  613.  
  614. >Quickly, you think of some way to make a noise. In as deep a voice as your young filly vocal chords can manage, you yell "Don't!"
  615.  
  616. >Sally messes up her windup, slapping the tree with her club. She stumbles a little bit, ramming the tree with her shoulder. Sally snaps up, looking down the alley. You remain hidden, but hear something rustle the tree branches. "Oh... shoot... shoot shoot shoot.." Sally seems to scramble about.
  617.  
  618. >"You have stolen from the King." You hear the derp eyed unicorn call out.
  619.  
  620. >Suddenly, you begin to tumble, the trashcan rolling over you. Sally groans closeby. "Aww... not again..." You look down, seeing the unicorn make its approach. She's holding some gold in her mouth. There's quite a bit more lying on the ground.
  621.  
  622. >"What the?! Kid! What are you doing here?!" Sally kicks the trashcan toward the unicorn.
  623.  
  624. Get Hayseed out, hold her in our front hooves, and start singing.
  625.  
  626. Try to get as good of a look as we can at the object in her mouth. Grab Hayseed as well.
  627.  
  628. Shit, I'm sorry
  629.  
  630. reload, before it's too late
  631.  
  632.  
  633. Fuck, reload. Try and look at what the unicorn is carrying first.
  634.  
  635. Great, now we're going to have to do all that shit again.
  636.  
  637. I told you all we should have saved at Fluttershy's house.
  638.  
  639. >You withdraw your cherished little pony doll Hayseed and hold her tight. Suddenly, you feel two talons wrap around your body. Hayseed is trapped against you, but you cannot hug her. You become airborne for a second time today.
  640.  
  641. >"Now's not the time to play with your doll, kid. We gotta move." She flies up a bit and heads back toward her stage. Scootaloo, Sweetie Belle and Spike start shouting and pointing up toward the griffin carrying you to safety. A couple of pegasus guards become airborne.
  642.  
  643. >"You've gotta be kidding me..." Sally flies by a building and rolls you onto the roof. Thankfully, there's enough traction to stop. You shake yourself to get your bearings and hold onto Hayseed. Sally gets tackled by two guards in midair.
  644.  
  645. Yell for the guards to stop and that she wasn't trying to hurt you. Watch the skies for a giant stone bird.
  646.  
  647. Damn, what the fuck is she doing? Is she really that greedy to not be content to not give up even a single bit of treasure?
  648.  
  649. Whatever happens, keep an eye on the crazy unicorn. We can't afford to lose her.
  650.  
  651. Do that, but do it while we scan the ground for the crazy unicorn. We have to find out what she's carrying.
  652.  
  653. >"STOP!! PLEASE STOP!! SHE WAS SAVING ME!!" You yell to the guards currently assailing the salesgriffin. They stop fighting her, looking over to you. They let her go. Suddenly, a trashcan goes flying through the air, narrowly missing Sally.
  654.  
  655. >"You have stolen from the king!" The crazy treasure seeker shouts around a small, golden box. The guards immediately divebomb the unicorn, managing to restrain her for a few seconds. You can see the guards looking at all the random treasure on the ground, completely baffled. The unicorn flings the two into the tree.
  656.  
  657. >Suddenly, a shower of golden artifacts rains down from the branches. You can see Sally clutching at the sides of her head in panic. "No no no no no no" She mutters, hovering next to you. Scootaloo runs over to the unicorn and stamps her hooves.
  658.  
  659. >"Have you ever been to the Castle in the Sand?" The unicorn flips around, throwing a nearby boulder towards Sally.
  660.  
  661. Memorize the location of the tree full of treasure then reload.
  662.  
  663. I think we have gotten more then enough info out of this life.
  664.  
  665. >Small, golden box
  666.  
  667. Got it, we're done here. Take a quick look around to be sure we know the location. Wave everyone bye and reload.
  668.  
  669. Reload. Time for round two.
  670.  
  671. Actually, it's more like round 5
  672.  
  673. >You figure that you've seen enough. With a boulder coming your way, you close your eyes and bring your sticky hoofed doll up to your face. As you begin to hug her, the distant voice of Sally screams out, but fades away too fast to hear what she was saying. You feel your body get lifted from the ground and flung to the side. You peek through your eyelids, watching a giant gray boulder smash into side of Sally.
  674.  
  675. >You hug Hayseed tighter. You start to think about a cold winter's morning you shared with your mother. When you and mom were the only one awake in the house, you roasted marshmallows over your fireplace. You remember snuggling up next to her and falling asleep. The feeling of her safe embrace and her warmth overwhelm you.
  676.  
  677. >You feel the hooves of Scootaloo slip off from around your neck as she shuffles around. She pushes you away and looks about, ensuring her girly actions remain unnoticed. “Okay… soo… uh… now that you’re back on the ground, shouldn’t we go find Sweetie Belle and Rarity? They were supposed to wait for us.”
  678.  
  679. >Spike scratches his chin. “Maybe they’re at the Boutique?”
  680.  
  681. IT'S LIKE GROUNDHOGS DAY ALL OVER!
  682.  
  683. END OF DAY 5
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