Flight of the Hummingbird by Michael Martin.

December 31st, 2014.

Dr. Sinister is at it again! The Concordance of Powered Response isn't entirely clear on what it is he's planning, but it's big and it's based in his island fortress. This is clearly a task for one of the world's mightiest champions!

Unfortunately, they've had to send you instead; the world's mightiest champions have other emergencies to deal with. New Year's Eve is always rough.

Regardless, this looks by-the-book so far. The containment fields have been put in place. Now all you have to do is get over to his island base, infiltrate it, defeat him, and bring him in.

Flight of the Hummingbird
An Interactive Costumed Caper by Michael Martin
Release 1 / Serial number 100913 / Inform 7 build 5Z71 (I6/v6.31 lib 6/12N)
[Type ABOUT for information unique to this game, even if you've played Interactive Fiction before.]

Shalestorm Shingle
City Hall teleported you here to Shalestorm Shingle mainly for the drama of the name. Small rocks and stones litter the ground here, but it dissolves to good clean sand a little ways to the south.

The city's containment force fields wall off the area to the north and east. The great Pacific Ocean stretches out to the west.

> about

> About Flight of the Hummingbird
Special commands
Hints
Return to game

This is my second "full-length" game. It was originally intended to be tricky to implement and full of all the unusable ideas I came up with when writing Weishaupt Scholars , but it grew legs. I hope you enjoy it.

Flight of the Hummingbird is a "polite" game on the cruelty scale, with a small catch: should you succeed in getting yourself killed, a single UNDO will rarely suffice to save you, though it should never require more than three UNDOs from a death to get into a position that is guaranteed to be survivable. Playing on an interpreter with multiple-undo support is highly recommended.

I owe a tremendous debt of gratitude to Graham Nelson for Inform, and to Eric Eve, Aaron Reed, Mikael Segercrantz, and Emily Short for their useful extensions. Even when I did not use them directly, they often pointed me in the direction I needed to go. I am also indebted to my beta-testers: Benjamin Mullins, Reiver TaanArth, Dan Uznanski, George Oliver, Johnny Rivera, Marius Müller, and David Martin.

The cover art provided with the game is courtesy James Asher.

Comments or bug reports will be gratefully received. At the time of this writing I can be reached via email at <mcmartin@gmail.com>.

Please press SPACE to continue.

> About Flight of the Hummingbird
Special commands
Hints
Return to game

> About Flight of the Hummingbird
Special commands
Hints
Return to game

About Flight of the Hummingbird
> Special commands
Hints
Return to game

About Flight of the Hummingbird
> Special commands
Hints
Return to game

This game will occasionally put critical information in the status line by default. If you are using a restricted interpreter that cannot render status lines, the command STATUS ON will cause this data to instead be dumped to the main window every turn that it is relevant. This can be ugly, however, and so it may also be disabled with the command STATUS OFF.

As more special commands become available, this section will expand to keep a record of them.

Please press SPACE to continue.

About Flight of the Hummingbird
> Special commands
Hints
Return to game

About Flight of the Hummingbird
> Special commands
Hints
Return to game

About Flight of the Hummingbird
Special commands
> Hints
Return to game

About Flight of the Hummingbird
Special commands
> Hints
Return to game

Shalestorm Shingle
City Hall teleported you here to Shalestorm Shingle mainly for the drama of the name. Small rocks and stones litter the ground here, but it dissolves to good clean sand a little ways to the south.

The city's containment force fields wall off the area to the north and east. The great Pacific Ocean stretches out to the west.

> x ocean
The seas look deceptively quiet, but they nevertheless unnerve you.

> x me
You are The Hummingbird. Not really the kind of totemic resonance that lets you play in the really big leagues, but you've managed a bit of recognition, and a lot of the other heroes give you credit for coming by your powers the hard way.

Your Hummingbird Suit lets you, when suitably charged up, flap your arms fast enough to actually maintain flight. You've got to have a lot of energy available to do that, of course, but you can still manage it.

You're particularly proud of the fact that unlike most of your heroic comrades-in-arms, you have a proper excuse for your ridiculously overdeveloped pectoral muscles.

> i
You are carrying:
the HummingBelt (being worn)
an energy drink

> flap
You flap your arms a little, but aren't properly charged up yet.

> x belt
This is a masterpiece of engineering, built to your specifications. It lets you carry an enormous amount of stuff without unbalancing your flight at all.

> x drink
This drink is an incredibly powerful concoction of sugar and electrolytes. It is not much of an exaggeration to say that it is the source of all your power. Given the energy contained within it, the properties of your suit, and your superhuman pectorals, you can fly and even hover under your own power.

You only need a small amount to activate your powers, so this canteen has more than enough to keep you supplied for the duration of the mission.

> s

Sable Strand
The rocky beach from the north tapers off a bit; down here, closer to the water, the rocks have been worn down to black sand. To the west is the ocean itself; the sand gives way to concrete to the south.

> s

Shattered Shack
The containment field makes a sharp turn here, blocking travel to the south as well as the east. Metallic wreckage is strewn throughout this corner of the beach. Possibly this is the work of Dr. Sinister on his latest rampage, but you suspect that this is actually what's left of some innocent building torn apart by the creation of the containment field.

> x wreckage
It's a pile of metal beams, once an innocent building.

> x beams
It's a pile of metal beams, once an innocent building.

> search beams
You select a small, crowbar-like piece of metal, and pick it up.

An enormous rumbling noise comes from the tower on the island. You cover your eyes as the shockwave hits, and as you recover, you see a rocket streaking up towards the sky.

You think you can hear Dr. Sinister's malicious laughter, but it's surely just a trick of the wind. He's far too far away to be audible.

Great. Well, hopefully you'll still be able to thwart him with what's left in the base.

> n

Sable Strand
The rocky beach from the north tapers off a bit; down here, closer to the water, the rocks have been worn down to black sand. To the west is the ocean itself; the sand gives way to concrete to the south.

> x sand
The sand on this beach is dark and gritty, no doubt ground down from the rocks to the north.

> n

Shalestorm Shingle
City Hall teleported you here to Shalestorm Shingle mainly for the drama of the name. Small rocks and stones litter the ground here, but it dissolves to good clean sand a little ways to the south.

The city's containment force fields wall off the area to the north and east. The great Pacific Ocean stretches out to the west.

> drink drink
(first taking the energy drink)
(first stowing the crowbar)
You take a quick swig of your mighty energy drink and are charged with unbelievable energy. You quickly re-stow the drink and begin to flap your arms with all your might.

[Now that you've charged up, you may start or stop flying with FLY or LAND. You may change your altitude with UP and DOWN as usual.]

[Your altitude will be marked in the status line at the top of the screen. If you are using a restricted interpreter that cannot render status lines, the command STATUS ON will cause this data to instead be dumped to the main window every turn that it is relevant.]

[Your score has just gone up by two points.]

> score
You have so far scored 2 out of a possible 51, in 18 turns, earning you the rank of Wild Talent.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

> w
You fly off the shore and out to sea.

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies a good distance to the west, while the main shore is just to the east.

Below you, you think you catch sight of a green fin breaking the waves, and some larger things lurking in the deeps.

Looks like the Doctor has been modifying the local sea life. At least it isn't a synthetic plague of poisonous frogs like the last time he made headlines.

> w

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies a good distance to the west, while the main shore is a bit to the east.

Your energy is about to run out.

> drink drink
You're already too energetic for mundane activity; you won't be able to recharge until your current surge is fully spent.

> u
Flapping your arms mightily, you ascend.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

> drink drink
(first taking the energy drink)
You continue your plummet earthwards.

You frantically refuel as you fall earthwards. After a few sips you've regained enough power to renew your flapping and stay aloft.

> u
Flapping your arms mightily, you ascend.

> w

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

Your energy is beginning to flag.

> w

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

> w

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies a bit to the west, while the main shore is a good distance to the east.

Your energy is about to run out.

> w

Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies just to the west, while the main shore is a good distance to the east.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

> drink drink
(first taking the energy drink)
You continue your plummet earthwards.

You perform another mid-air refueling and regain your flight capability.

> u
Flapping your arms mightily, you ascend.

> w
Below you, the sea gives way to solid ground once again.

Sinister Isle Shore (25 feet above the ground)
Sinister Isle's beach is full of sparkling sand, and would make an excellent vacation spot were it not for the enormous tower of doom to the southwest. The shore continues for some distance to the south, while the containment fields prevent further travel north. The island itself continues off to the west.

Your energy is beginning to flag.

> d
You lower yourself down a bit.

> land
You settle back to earth, your energy exhausted.

Finally. Man, that was a pain. One of these days you're going to have to get one of those hats with the drink holders and the long straws.

As you catch your breath, you hear a soft chime. The Coalition wants to talk.

You activate the communicator in your Hummingbird suit. "Hummingbird here. I'm on the island, but there's been a complication."

The voice on the other end is half frantic. "We had no idea Sinister was space capable! We've been tracking his rocket since launch, and have found both him and the base he's flying to. North American Space Command is ready to scramble a full set of LEO hunter-killer drones."

[1] "That's premature. I can still stop him."
[2] "Let them take the shot. It's the only way to be sure. I'm out of here."

> 1
"I'm not ready to give up yet. I think I can still stop this without bloodshed."

"OK. We'll trust you, but NASC won't wait forever, so be careful out there."

[Your score has just gone up by three points.]

> save
[Save succeeded.]

> w

Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> w

Sinister Isle
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.

> s

Sinister Isle
The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.

A path leads from north to south around the tower.

> s

Sinister Isle
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.

A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.

> x truck
This truck looks like it's been around for awhile, but it's got the distinctive shape of a fuel truck. A hose is attached to the tanks on the back.

> x hose
A long rubber hose is connected to the fuel tanks.

> x tanks
A long rubber hose is connected to the fuel tanks.

> e

Sinister Isle
Dr. Sinister clearly doesn't follow the usual rules for evil strongholds. His evil tower is on a lovely coastline and is surrounded on all other sides by well-kept grass. This section of the island could almost be a lawn.

The tower is to the north of you, and the containment fields block you to the south. A path cut out of the grass leads east to the beach and west to the rest of the island.

> e

Sinister Isle Shore
This is the southernmost reach of Sinister Isle's shoreline reachable inside the containment fields. The rest of the beach stretches out to the north, while the island itself spreads off to the west. Dr. Sinister's enormous tower awaits you to the northwest.

> n

Sinister Isle Shore
The shore of Sinister Isle continues to the north and south from here, while the Doctor's imposing tower stands directly to the west.

> w
There are no doors on this side of the tower.

> nw

Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> s
(first opening the massive door)
The door is too heavy to open by main strength.

> x door
The massive door towers impressively above you.

> x tower
Dr. Sinister's evil tower looms high above you.

> l
Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> i
You are carrying:
the HummingBelt (being worn)
an energy drink
a crowbar

> pry open door
(first taking the crowbar)
Even with the help of the crowbar, you cannot pry open this massive door.

> drink drink
(first taking the energy drink)
(first stowing the crowbar)
You take another sip of your energy drink and are fully recharged. You flap your arms with all your power and again defy gravity.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

> s
At this height, you'd just crash into the wall of the tower.

> u
Flapping your arms mightily, you ascend.

Your energy is about to run out.

> drink drink
You're already too energetic for mundane activity; you won't be able to recharge until your current surge is fully spent.

> u
Flapping your arms mightily, you ascend.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

You are now level with the tower's roof. You could land on the roof by going to the south.

> s
Your wings cannot glide; without some more energy, the only available direction for travel is down.

You continue your plummet earthwards.

> undo
Sinister Isle (100 feet and falling)
[Previous turn undone.]

> drink drink
(first taking the energy drink)
You continue your plummet earthwards.

You recharge and renew your flight.

> u
Flapping your arms mightily, you ascend.

> s
At this height, you'd just crash into the wall of the tower.

Your energy is beginning to flag.

> undo
Sinister Isle (75 feet above the ground)
[Previous turn undone.]

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

You are now level with the tower's roof. You could land on the roof by going to the south.

> s
You fly over the lip of the tower roof.

Dr. Sinister's Tower (flying)
You're hovering above the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof.

A small round access hatch sits on the floor of the walkway.

> land
You settle down on the walkway.

> save
[Save succeeded.]

> x hatch
(the access hatch)
It's flush with the rest of the walkway, except for a small handle.

> open hatch
(the access hatch)
It's stuck; you don't seem able to pry it open with your bare hands.

> pry open hatch
(the access hatch)
(first taking the crowbar)
Ah, the crowbar. Truly a tool with a thousand uses. You make quick work of whatever was making the hatch stick, and it pops open with a gratifying hiss.

> x hatch
(the access hatch)
The access hatch now stands open.

> d
You climb down into Dr. Sinister's island tower.

Hangar Catwalk
You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

Right then. Time to get to work.

[Your score has just gone up by five points.]

> d

Hangar
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

> save
[Save succeeded.]

> ss
[The parser couldn't handle that sentence. Try rephrasing it, or use a different verb.]

> s

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

You suppress an involuntary but unheroic shudder. If he was willing to abandon an entire base to further his plot, it must be a big one.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

> w

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> x bunk beds
At this point they're just an array of hard mattresses.

> look under beds
You find nothing of interest.

> w

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> x desk
It would look out of place anywhere else in the base, but here, it provides an excellent sense of power and control. The right-hand side of it includes a small drawer, easily accessible whether or not one is seated in the chair.

> x chair
It looks quite comfortable. Oddly, it seems to be welded to the floor. You suppose Dr. Sinister didn't want to scoot around the office for some reason.

> search chair
There is nothing on the leather chair.

> open drawer
As you open the desk, you barely get a glimpse of its contents - a silver key - before the floor opens up beneath you, revealing a vast pit below!

You drop like a rock.

Pit Trap (175 feet and falling)
This pit trap is almost two hundred feet deep, and surrounded by smooth walls on all sides. Nevertheless, the bottom seems mostly clean. Perhaps he has some means of flushing it out - or maybe it's just never been used to dispose of anyone.

Down at the bottom of the pit you can see a wooden crate and a large-handled key.

> drink drink
(first taking the energy drink)
You continue your plummet earthwards.

(first stowing the crowbar)
You continue your plummet earthwards.

You recharge and renew your flight.

> d
You lower yourself down a bit.

> d
You lower yourself down a bit.

Your energy is beginning to flag.

> d
You lower yourself down a bit.

> d
You lower yourself down a bit.

Your energy is about to run out.

> d
You come to a safe landing at the bottom of the pit trap. Ha HA! Take that , hidebound traditional villains!

> l
Pit Trap
This pit trap is almost two hundred feet deep, and surrounded by smooth walls on all sides. Nevertheless, the bottom seems mostly clean. Perhaps he has some means of flushing it out - or maybe it's just never been used to dispose of anyone.

You can see a wooden crate and a large-handled key here.

> x key
From the size and shape of this key, you'd guess it's for a vehicle of some kind. Why would Dr. Sinister throw the key down here? He must have wanted to get rid of it fast.

> get it
Taken.

> get crate
It's big and bulky, but it's not heavy enough to cause you any real trouble.

> open it
You open the wooden crate.

> look in it
The wooden crate is empty.

> l
Pit Trap
This pit trap is almost two hundred feet deep, and surrounded by smooth walls on all sides. Nevertheless, the bottom seems mostly clean. Perhaps he has some means of flushing it out - or maybe it's just never been used to dispose of anyone.

> drink drink
(first taking the energy drink)
(first stowing the large-handled key)
(first stowing the wooden crate)
That crate is almost as big as you are. You are not going to be able to stow it on your belt.

> u
You're not flying at the moment.

> drop crate
Dropped.

> drink drink
You take a drink, and take wing, once again.

> get crate
You can't really do that while flapping your arms.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is about to run out.

> u
Flapping your arms mightily, you ascend.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

> s
Your wings cannot glide; without some more energy, the only available direction for travel is down.

You continue your plummet earthwards.

> undo
Pit Trap (125 feet and falling)
[Previous turn undone.]

> drink drink
(first taking the energy drink)
You continue your plummet earthwards.

You recharge and renew your flight.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is about to run out.

> u
You fly back up into the office.

Dr. Sinister's Office (flying)
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

Most of the floor is gone at the moment, revealing an ominous pit that leads down a good distance. At the bottom you can just make out a wooden crate. Someone standing could still walk to either door, though.

You settle down on one of the few safe spots in the room.

> x drawer
This small drawer is part of the desk. It's on the right-hand edge if one is sitting in the chair, and it looks easily reachable even if one were merely standing near it. It's open, revealing a silver key.

> get key
Which do you mean, the silver key, or the large-handled key?

> silver
Taken.

> s it
I only understood you as far as wanting to s.

> x it
It's probably not really silver, but it is metallic and shiny. It's no larger than a housekey.

> i
You are carrying:
a silver key
the HummingBelt (being worn)
an energy drink
a large-handled key
a crowbar

> w
(first opening the door)
It seems to be locked.

> unlock door
What do you want to unlock the door with?

> silver
You unlock the door.

> w
(first opening the door)

Command Center
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.

> x bed
It's little more than a cot, really. You wonder if he sleeps here normally, or if this was just for the occasional all-nighter. It certainly doesn't match up with the ostentation out in the main office.

> look under it
You find nothing of interest.

> x controls
The terminal's displays are all dark. Beneath the displays, you note that the defense grid switch and the launch hatch switch are on, and the master power switch and the main door switch are switched off. There is also a button marked "TRAP TOGGLE".

> x displays
The terminal's displays are all dark.

> save
[Save succeeded.]

> turn off defense frid
You can't see any such thing.

> turn off defense grid
The switch is stuck. You pull with all your might, and then the switch gives suddenly. Unfortunately, it hasn't actually switched off; the switch itself has crumbled to powder in your grip.

> turn on master
The displays flicker to life. The old status screen appears momentarily - you can just make out the words "POST-LAUNCH SHUTDOWN COMPLETE" before they turn to other feeds. The terminal's displays are now showing various parts of the base. One view looks at the closed bulk of the main gate, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.

[Your score has just gone up by five points.]

> turn on main door
On the displays, you see the massive main doors to the base slowly swing open.

> press trap toggle
The pit in the next room closes up, restoring the floor.

> x displays
The terminal's displays are now showing various parts of the base. One view looks out the massive main doors to the path, while another gazes out the hangar into the blue sky. Other images flicker through the displays, but the only other one that catches your eye is the grid of light that seems to be sealing off the hangar from the main halls.

> x controls
The terminal's displays are now showing various parts of the base. One view looks out the massive main doors to the path, while another gazes out the hangar into the blue sky. Other images flicker through the displays, but the only other one that catches your eye is the grid of light that seems to be sealing off the hangar from the main halls. Beneath the displays, you find that all the controls on the terminal - the master power switch, the broken defense grid switch, the main door switch, and the launch hatch switch - are switched on. There is also a button marked "TRAP TOGGLE".

> turn off defense
There isn't a switch there anymore.

> i
You are carrying:
a silver key
the HummingBelt (being worn)
an energy drink
a large-handled key
a crowbar

> e

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> e

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> e

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> e

Main Hall
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> x slashes
You can't see any such thing.

> n

Entrance Hall
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

That does raise the question of how he planned on getting them to the mainland, but you suppose that's neither here nor there.

The huge doors to the north stand open to the island.

> n
You walk back out into the sunlight.

Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> s
You once again infiltrate the Doctor's compound.

Entrance Hall
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.

> w
You can't go that way.

> s

Main Hall
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> w

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> e

Main Hall
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> x tapestries
Dr. Sinister's logo looks pretty good at that scale, but his face doesn't. It's a little too clean-shaven and managerial-looking.

> look behind tapestries
You find nothing of interest.

> w

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> w

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> w

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> w

Command Center
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.

> turn off master
As the displays shut down, you can see the main doors and the hangar's launch hatch each beginning to close. The light beams in the hangar also flicker and go out.

> e

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> n
You can't go that way.

> e

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> e

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

> n

Hangar
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

> u

Hangar Catwalk
You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

> w
You enter the rocket.

Rocket Interior
The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.

> x panel
It's clearly designed to be user-friendly; there's nothing on it right now but a big green button marked "LAUNCH".

> press launch
You can't really do much with the controls when you aren't in the pilot's seat.

> sit in seat
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.

> press launch
You hear a chime, and a pleasant genderless voice comes from the panel.

"I'm sorry, but this rocket has not yet been fueled, and thus cannot launch. Furthermore, safety protocols require me to note that you cannot take off while the launch hatch is closed."

> get up
You get off the acceleration chair.

Rocket Interior
The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.

> out
You get out of the rocket.

Hangar Catwalk
You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

> d

Hangar
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

> s

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

> w

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> w

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> w

Command Center
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.

> turn on master
The displays flicker to life. The terminal's displays are now showing various parts of the base. One view shows the main doors starting to majestically swing open to the island, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.

> e

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> e

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> e

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> e

Main Hall
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> n

Entrance Hall
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.

> n
You walk back out into the sunlight.

Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> w

Sinister Isle
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.

> s

Sinister Isle
The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.

A path leads from north to south around the tower.

> s

Sinister Isle
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.

A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.

> get hose
The hose is part of the fuel truck; you'll need to get the truck to the same place as whatever it is you want to refuel.

> get in truck
You get into the fuel truck.

> l
Sinister Isle (in the fuel truck)
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.

> x truck
The truck's interior is functional, but not uncomfortable.

> drive n
[To use a vehicle, simply ENTER it and then use normal move commands.]

> e
You haven't started the truck yet.

> start truck
You put the large-handled key into the ignition and start the truck.

[Your score has just gone up by five points.]

> save
[Save succeeded.]

> n

Sinister Isle (in the fuel truck)
The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.

A path leads from north to south around the tower.

> n

Sinister Isle (in the fuel truck)
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.

> e

Sinister Isle (in the fuel truck)
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> s
You go back into the tower.

Entrance Hall (in the fuel truck)
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.

> s

Main Hall (in the fuel truck)
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> w

Staging Area (in the fuel truck)
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> n
Those beams don't look friendly. You're not going to risk driving through them.

> out
You get out of the fuel truck.

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

You can see a fuel truck here.

> w

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> w

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> w

Command Center
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.

> turn off master
As the displays shut down, you can see the main doors and the hangar's launch hatch each beginning to close. The light beams in the hangar also flicker and go out.

> e

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> e

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> e

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

You can see a fuel truck here.

> get in truck
You get into the fuel truck.

> n

Hangar (in the fuel truck)
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

> out
You get out of the fuel truck.

Hangar
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

You can see a fuel truck here.

> x rocket
It's a bright yellow rocket, straight out of 30s pulp science fiction covers. A catwalk far above allows entry.

> fuel rocket
You hook the hose up to the rocket, refuel its tanks, and replace the hose on the side of the truck. It should be ready for launch now.

[Your score has just gone up by five points.]

> score
You have so far scored 25 out of a possible 51, in 207 turns, earning you the rank of Dedicated Investigator.

> save
[Save succeeded.]

> s

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

> w

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> w

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> w

Command Center
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.

> turn on master
The displays flicker to life. The terminal's displays are now showing various parts of the base. One view shows the main doors starting to majestically swing open to the island, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.

> e

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

> e

Minions' Chambers
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.

> e

Staging Area
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

> e

Main Hall
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.

> e
You can't go that way.

> n

Entrance Hall
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.

> n
You walk back out into the sunlight.

Sinister Isle
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

> drink drink
(first taking the energy drink)
(first stowing the silver key)
You recharge and start flying.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

> u
Flapping your arms mightily, you ascend.

> u
Flapping your arms mightily, you ascend.

Your energy is about to run out.

You are now level with the tower's roof. You could land on the roof by going to the south.

> s
You fly over the lip of the tower roof.

Dr. Sinister's Tower (flying)
You're hovering above the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof. The dome is currently open, revealing the cavernous hangar below.

A small round access hatch stands open, leading down into the tower.

You settle down on the walkway.

> d
You go back into the tower.

Hangar Catwalk
You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. Sunlight streams in from the open launch hatch, illuminating the entire area. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

[Your score has just gone up by five points.]

> w
You enter the rocket.

Rocket Interior
The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.

> save
[Save succeeded.]

> sit in chair
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.

> press launch
As you press the launch button, machinery rumbles to life underneath you. You hear a chime, and a pleasant genderless voice comes from the panel.

"Good morning, O most worthy overlord. It's too bad that it has become necessary to flee your lovely island base. I will be your autopilot today. Please sit tight while I take us to your orbital redoubt."

Well, that's a good sign, at least. You relax a bit while the landscape dwindles below you and the sky darkens above you.

After a few more minutes, the autopilot chimes again. "We're nearly here. I've put you into an east-to-west orbit approaching the station, but you will have to perform the final approach yourself." The launch button recesses into the control panel, and a control stick emerges. "I will, as always, keep your orbit stable as you move. Docking arms will engage once you are stopped at location (1, 0, 0)."

Displays bloom around the window, indicating your present position and velocity. The station itself is now clearly visible to the west.

> x displays
[The displays are provided continuously in the status line at the top of the screen. If your interpreter does not support this, type STATUS ON to duplicate it here in the main window.]

> x stick
It's a simple joystick. It will let you control the flight of the rocket as easily as you would move in any direction. The direction away from you is marked WEST.

> w
You thrust, pushing yourself out into a broader orbit.

As you are in a broader orbit, you are now drifting away from the station's longitude.

> z
Time passes.

> e
You fire your retros, falling into a slightly tighter orbit.

> e
You fire your retros, falling into a slightly tighter orbit.

As you are in a tighter orbit, you are now catching up to the station's longitude.

> z
Time passes.

> z
Time passes.

> n
You thrust laterally to your orbit.

> s
You thrust laterally to your orbit.

> s
You thrust laterally to your orbit.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

You are now aligned with the station's latitude.

> s
The controls do not respond; you're already cruising in that direction.

You are now drifting away from the station's latitude.

> n
You thrust laterally to your orbit.

> n
You thrust laterally to your orbit.

You are now aligned with the station's latitude.

> s
You thrust laterally to your orbit.

> e
You fire your retros, falling into a slightly tighter orbit.

> w
You thrust, pushing yourself out into a broader orbit.

> w
You thrust, pushing yourself out into a broader orbit.

> w
You thrust, pushing yourself out into a broader orbit.

As you are in a broader orbit, you are now catching up to the station's longitude.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

> z
Time passes.

You are now aligned with the station's height.

> z
Time passes.

> e
You fire your retros, falling into a slightly tighter orbit.

You hear a loud clang as the station's docking arms steady the ship. The autopilot chimes, and announces, "Here we are. Thank you for flying with me, sir." The control stick folds back into the control panel, revealing the launch button once again.

A few moments later, the exit hatch opens, revealing a walkway out into the station proper.

[Your score has just gone up by ten points.]

> score
You have so far scored 40 out of a possible 51, in 267 turns, earning you the rank of Unflinching Sentinel.

> save
[Save succeeded.]

> i
You are carrying:
the HummingBelt (being worn)
an energy drink
a silver key
a crowbar

> out
You get off the acceleration chair.

Rocket Interior
The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The way out leads to the space station.

> out
You get out of the rocket.

Station Rocketway
Dr. Sinister's space station seems to be reasonably well put together. This extensible walkway fits snugly against your rocket's airlock. Since the station is spinning, that direction feels like "down". The station proper awaits you up above, towards the center.

A ladder is just visible up at the top of the chamber.

> u
You can't reach the ceiling from here, and the ladder is well out of reach.

> drink drink
(first taking the energy drink)
You recharge and start flying.

> u
With some trepidation, you work your way up the access tube. The spin of the station is not playing well with your sense of balance, and you carom off the walls a few times on your way to the top of the chamber.

But you do make it, and a hand closes on the bottommost rung of the ladder. Your weight pulls the ladder down to the bottom of the chamber, taking you with it.

> l
Station Rocketway
Dr. Sinister's space station seems to be reasonably well put together. This extensible walkway fits snugly against your rocket's airlock. Since the station is spinning, that direction feels like "down". The station proper lies up above, towards the center.

A ladder leads up here.

> u
You climb the ladder confidently, but still, you worry. Your arrival was not exactly stealthy, and it can't have gone unnoticed. Where's the welcoming committee? You strain your ears listening for ambushes or other traps as you ascend into the station proper.

You're almost relieved when you find four goons waiting for you up top.

Please press SPACE to continue.

They spring into action as soon as you become visible. Fortunately, this involves more screaming into headsets and retreating than hammering you while you can't fight back.

"It's the Hummingbird! He's bypassed our teleport blockers and is in the Vestibule! Initiating lockdown procedures!"

They're fast. By the time you pull yourself all the way through the hatch, they're gone and the hatches out of this chamber are sealed.

You pause for a moment to catch your breath and get your bearings.

Please press SPACE to continue.

Vestibule! I like a space station with a vestibule.

Vestibule
This is actually pretty swank for a space station. Every gram counts in rocketry, yet not only has the Doctor lifted up a full set of draperies for the walls, the floor here is even carpeted.

Portholes lead spinward, antispinward, out, and down. All but the down porthole are firmly sealed.

Dr. Sinister's voice crackles over the intercom. "The Hummingbird? I invest all this in an island fortress and a space station - a space station - and all CPR sees fit to send is the Hummingbird ? Pah!"

> save
[Save succeeded.]

> x carpet
The carpet is a tastefully muted navy blue plush.

> x draperies
Fancy curtains bedeck the walls of this room. At least they're light; they'd probably have packed well in the rocket. One of them seems to be billowing a little.

> get draperies
You pull down the billowing curtain, revealing a passageway leading into darkness! It must head to the maintenance tunnels.

Dr. Sinister's voice booms out once again through the public address system. "Fall back to the Hub, men; our visitor won't be going anywhere, and even if he somehow does, your numbers will be more than enough to fight him back until the cannon is charged."

Haha.

You sneer inwardly. You're ten times the fighter of any minions the Doctor could gather.

Here's hoping he didn't gather twenty.

> enter tunnel
You duck into the maintenance tunnels. Hopefully this will get you closer to Dr. Sinster's inner sanctum.

Access Corridor, Quadrant 1
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 1: VESTIBULE". The corridor continues both spinwards and antispinwards.

[As you are on a spinning spacecraft, normal compass directions no longer apply. UP, DOWN, IN, and OUT all still work as expected, and the new directions SPINWARD and ANTISPINWARD are available. While on the station, these may be abbreviated SW and ASW.]

> sw

Access Corridor, Quadrant 2
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 2: SUPPLY POD". The corridor continues both spinwards and antispinwards.

> open hatch
You emerge from the maintenance tunnels back into the starbase proper.

Supply Pod
Dr. Sinister continues to show his maniacal levels of organization. This pod is lined with storage lockers packed tightly together and with no visible seams. The only gap is the doorway out to the center of the station. The way down to the maintenance tunnels is also clear.

Disrupting the neatness is a crate in the corner labeled "COUNTERMEASURES".

> open crate
The crate has no lid; the top is permanently open for your searches.

> look in it
Searching through the crate, you find some vials. They're labeled as various bromine compounds. Halogens like these could seriously ruin Mr. Mysterious's day.

You put the vials back in the crate, near some other things you haven't checked yet.

> get vials
Taken.

> look in crate
Searching through the crate, you find some jars full of brightly-colored reflective dust. That would negate a lot of Justice-Bot's firepower.

Other unidentified items still remain in the crate.

> get dust
Taken.

> x items
You can't see any such thing.

> look in crate
Searching through the crate, you find a box with circuitry you recognize as a teleport blocker. If the Coalition of Powered Response had sent Star-R-Star, he'd be fighting with his hands tied.

A cursory glance doesn't identify anything else, but more investigation might help.

> get blocker
Taken.

This stuff is great.

> look in crate
Searching through the crate, you find a tuning fork. You give it an experimental strike, and it produces a clean-high note. You recognize it immediately as A-880 - the precise tone that shifts the Ethereal Wonder into the physical realm.

You've almost finished completely sorting through the crate.

> get fork
Taken.

> look in crate
Searching through the crate, you find a platinum-studded rope. Colonel Spectacular would be hard-pressed to escape from this.

Dr. Sinister was ready for anyone. Well. Anyone but you. He'll pay for that oversight.

> get rope
Taken.

> l
Supply Pod
Dr. Sinister continues to show his maniacal levels of organization. This pod is lined with storage lockers packed tightly together and with no visible seams. The only gap is the doorway out to the center of the station. The way down to the maintenance tunnels is also clear.

Disrupting the neatness is a crate in the corner labeled "COUNTERMEASURES".

> x locker
You can't see any such thing.

> x lockers
You have to study the walls pretty closely to even see where the doors are.

You hear some muttering from the guards in the central hub.

"We've been up for awhile now. Bob, it's your turn to fetch the coffee."

"Roger that."

You hear some quick movement, then the motion stops as the guards return to their normal posts.

> d
You duck back into the tunnels.

Access Corridor, Quadrant 2
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 2: SUPPLY POD". The corridor continues both spinwards and antispinwards.

> sw

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.

> in
You climb back into the starbase's main quarters.

Recreation Pod
Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> x books
All the books here are covered in a noticable layer of dust.

> x console
Reasonably modern, but locked in a case for the moment. No gameplaying while duty calls, you suppose.

> x sink
The sink is another hole in the nook with a faucet sprayer extending from it. The faucet is flush with the top of the counter, you suppose to deal with the fact that the not-quite-gravity might make water spray everywhere.

> x coffeemaker
This coffee machine is part of the wall itself in the kitchen nook - it is a receptacle carved into the wall with a burner at the bottom to heat a coffee pot - if that. It looks like the receptacle itself might double as the pot.

> d
You duck back into the tunnels.

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.

> sw

Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.

> in
You climb back into the starbase's main quarters.

Crew Pod
Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> save
[Save succeeded.]

> out
There's a good fifteen or so unfriendly-looking goons in the hub of the station. That's more than you feel comfortable taking on; you'll have to do something to diminish their numbers, or at least make them less effective.

> d
You duck back into the tunnels.

Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.

> asw

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.

> u
You climb back into the starbase's main quarters.

Recreation Pod
Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> get coffeemaker
The coffeemaker is part of the kitchen nook.

> get pot
The coffeemaker is part of the kitchen nook.

> get receptacle
The coffeemaker is part of the kitchen nook.

> look in it
You find nothing of interest.

> i
You are carrying:
a platinum-studded rope
a tuning fork
a teleport blocker
some jars full of brightly-colored reflective dust
some vials
the HummingBelt (being worn)
some torn curtains
an energy drink
a silver key
a crowbar

> x coffeemaker
This coffee machine is part of the wall itself in the kitchen nook - it is a receptacle carved into the wall with a burner at the bottom to heat a coffee pot - if that. It looks like the receptacle itself might double as the pot.

You hear some muttering from the guards in the central hub.

"All right, Jim, it's your turn to fetch the coffee. Gods above know we all need it."

"The intruder's in there, boss. I'm not going in there alone."

"But..."

"Regs are on my side, boss. I'll do it as soon as it's safe."

> x dust
(the jars full of brightly-colored reflective dust)
Light reflects off of the dust in these jars with a cheerful prismatic effect. They'd probably be very useful in defending against laser-based attacks.

> x vials
These vials are labeled neatly - they all seem to be various bromine compounds.

> put bromine in coffee
You check through the vials, looking for anything you could safely spike the coffee with. You settle on potassium bromide. If you remember right, about 40 grams of this spread through the coffeepot should slow down that platoon of thugs without permanently harming any of them.

Now you just need to wait for them to get it into their system.

> save
[Save succeeded.]

> d
You duck back into the tunnels.

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.

Your feet have barely touched the deck when you hear a shouted "ALL CLEAR" from above and some rapid movement directly above your head.

Nobody seems to be following, though.

Sounds like they've taken some of the doctored coffee. Good. That should take the edge off of them and maybe give you a fighting chance.

> sw

Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.

> u
You climb back into the starbase's main quarters.

Crew Pod
Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> u
You're not flying at the moment.

> in
You duck back into the tunnels.

Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.

> in
You climb back into the starbase's main quarters.

Crew Pod
Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> out
You stride into the main hall, where fifteen of Dr. Sinister's finest await you. That's well past your comfort zone, but they're not looking like they're really in fighting trim.

However, they're still numerous enough that you cannot battle your way through to the central bridge access ladder they guard. You make a careful retreat before the situation gets any worse.

They do not follow.

That's good for your prospects of survival, at least in the short term, but not so great for your long-term prospects of success. You've weakened their forces some, but it looks like you'll need to either weaken them some more or strengthen yourself to actually break through.

> drink drink
(first taking the energy drink)
(first stowing the platinum-studded rope)
(first stowing the vials)
(first stowing the tuning fork)
(first stowing the jars full of brightly-colored reflective dust)
(first stowing the teleport blocker)
You recharge and start flying.

> in
You land, as elegantly as you can manage in spun gravity.

> undo
Crew Pod (flying)
[Previous turn undone.]

> out
You flutter through into the main hall, where fifteen of Dr. Sinister's finest await you. That's normally just a tad more than you're comfortable facing alone, but in this gravity, and charged as you are with energy, your fists are more than a match for the men near the door.

The ones left conscious are helpless to stop you from flying directly to the access ladder to the central bridge.

Please press SPACE to continue.

As you climb, the Hub narrows into a ring-shaped corridor. It's almost as if there's some long, thin object running the length of the station.

You recall the Doctor mentioning some kind of beam weapon when you first entered the station. You can only hope you aren't...

...well, it looks like you aren't too late after all. A display on the wall prominently announces "3:47:32 to full beam charge". That more or less matches your position over the Pacific when you first docked - unless his master plan involves ruining a cruise ship's day, you should be able to wrap this up with time to spare.

You continue your climb to Dr. Sinister's inner sanctum.

Please press SPACE to continue.

You tense as you slip into the central bridge, ready for anything. Who knows what forces could guard Dr. Sinister's sanctum sanctorum?

It turns out the answer is "nothing"; there isn't anyone here except Dr. Sinister himself, flipping through paperwork behind a mahogany desk.

How on Earth did he manage to spare the mass to send up a mahogany desk? Ah well. No time to question his priorities; you've got an evildoer to stop.

[1] "Your fiendish scheme ends here!"
[2] "Your sinister plan is foiled!"
[3] [Punch him.]

> 1
"Your fiendish scheme ends here, Doctor!"

Dr. Sinister looks up, supremely unimpressed. "Is that really the best you can do?"

"Er..."

"Do you even know what my fiendish scheme is ?"

[1] "Of course!"
[2] "I don't need to."
[3] [Punch him.]

> 2
"I'm here at the Coalition's behest. The exact details of your sinister plan are really kind of beside the point."

Dr. Sinister raises an eyebrow. "You're admitting that outright? What makes you any different from my own minions?"

[1] "I prevent my bosses from pulling out the big guns."
[2] "My bosses are vastly more powerful."
[3] [Punch him.]

> 1
You harden your expression. "We don't have time for this. You have no idea how precarious your situation is right now."

"Oh?"

"CPR knows exactly where you are and is completely ready to blow all of us out of space before you get anywhere near the West Coast. You've been doomed basically since you took off in the first place."

Dr. Sinister narrows his eyes. "Why send you, then?"

[1] "To save you guys."
[2] "To make them unnecessary."

> 2
"Because, all told, I'd just as soon it not come to that." Out of the corner of your eye, you see his desk screens blinking alerts. "It looks like they've decided I failed. Care to prove them wrong?"

Dr. Sinister hesitates, but the look on his face betrays him, and you know that...

*** You have won ***

In that game you scored 50 out of a possible 51, in 328 turns, earning you the rank of Moving Up In The World.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
full
In 328 turns, you earned:

50 points total (out of 51)

This gives you a rank of Moving Up In The World.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
restore
[Restore succeeded.]

> l
Recreation Pod
Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> d
You duck back into the tunnels.

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.

Your feet have barely touched the deck when you hear a shouted "ALL CLEAR" from above and some rapid movement directly above your head.

Nobody seems to be following, though.

Sounds like they've taken some of the doctored coffee. Good. That should take the edge off of them and maybe give you a fighting chance.

> u
You climb back into the starbase's main quarters.

Recreation Pod
Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

> drink drink
(first taking the energy drink)
(first stowing the platinum-studded rope)
(first stowing the teleport blocker)
(first stowing the jars full of brightly-colored reflective dust)
(first stowing the vials)
(first stowing the tuning fork)
You recharge and start flying.

> save
[Save succeeded.]

> out
You flutter through into the main hall, where fifteen of Dr. Sinister's finest await you. That's normally just a tad more than you're comfortable facing alone, but in this gravity, and charged as you are with energy, your fists are more than a match for the men near the door.

The ones left conscious are helpless to stop you from flying directly to the access ladder to the central bridge.

Please press SPACE to continue.

As you climb, the Hub narrows into a ring-shaped corridor. It's almost as if there's some long, thin object running the length of the station.

You recall the Doctor mentioning some kind of beam weapon when you first entered the station. You can only hope you aren't...

...well, it looks like you aren't too late after all. A display on the wall prominently announces "3:47:32 to full beam charge". That more or less matches your position over the Pacific when you first docked - unless his master plan involves ruining a cruise ship's day, you should be able to wrap this up with time to spare.

You continue your climb to Dr. Sinister's inner sanctum.

Please press SPACE to continue.

You tense as you slip into the central bridge, ready for anything. Who knows what forces could guard Dr. Sinister's sanctum sanctorum?

It turns out the answer is "nothing"; there isn't anyone here except Dr. Sinister himself, flipping through paperwork behind a mahogany desk.

How on Earth did he manage to spare the mass to send up a mahogany desk? Ah well. No time to question his priorities; you've got an evildoer to stop.

[1] "Your fiendish scheme ends here!"
[2] "Your sinister plan is foiled!"
[3] [Punch him.]

> 3
You advance on the doctor, winding up. He puts his paper down and makes some futile warding gestures. "Whoa whoa whoa whoa whoa, Hummingbird. What did I ever do to you?"

[1] "Super-sharks."
[2] "Orbital Doom Cannons."
[3] "It doesn't matter what you've done to
me ."

> 1
"Well, there was your army of genetically-modified sharks."

Sinister blanches. "You were able to defeat them? They should have been more than a match for the likes of you."

You think back. "Actually, now that you mention it, no; I just flew out of their reach."

"You can fly. Doesn't count."

[1] "Trap doors."
[2] "Orbital Doom Cannons."

> 1
"There's the deadfall in your office."

"You can fly. Doesn't count."

"But..."

"And you shouldn't have been rummaging through my stuff."

[1] "Orbital Doom Cannons."

> 1
"There's this entire station , which you've built around a huge doomcannon."

"That never threatened you . It would have been able to hold the world hostage in a few more hours, but..."

"I've wasted far too much time with this as it is. Enough." You wind up again, but Dr. Sinister again waves you off.

"No, really, that won't be necessary. I'll come quietly. I know when I'm beaten."

*** You have won ***

In that game you scored 50 out of a possible 51, in 324 turns, earning you the rank of Moving Up In The World.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
restore
[Restore succeeded.]

> out
You flutter through into the main hall, where fifteen of Dr. Sinister's finest await you. That's normally just a tad more than you're comfortable facing alone, but in this gravity, and charged as you are with energy, your fists are more than a match for the men near the door.

The ones left conscious are helpless to stop you from flying directly to the access ladder to the central bridge.

Please press SPACE to continue.

As you climb, the Hub narrows into a ring-shaped corridor. It's almost as if there's some long, thin object running the length of the station.

You recall the Doctor mentioning some kind of beam weapon when you first entered the station. You can only hope you aren't...

...well, it looks like you aren't too late after all. A display on the wall prominently announces "3:47:32 to full beam charge". That more or less matches your position over the Pacific when you first docked - unless his master plan involves ruining a cruise ship's day, you should be able to wrap this up with time to spare.

You continue your climb to Dr. Sinister's inner sanctum.

Please press SPACE to continue.

You tense as you slip into the central bridge, ready for anything. Who knows what forces could guard Dr. Sinister's sanctum sanctorum?

It turns out the answer is "nothing"; there isn't anyone here except Dr. Sinister himself, flipping through paperwork behind a mahogany desk.

How on Earth did he manage to spare the mass to send up a mahogany desk? Ah well. No time to question his priorities; you've got an evildoer to stop.

[1] "Your fiendish scheme ends here!"
[2] "Your sinister plan is foiled!"
[3] [Punch him.]

> 2
"Your sinister plan is foiled, Doctor!"

Dr. Sinister raises an eyebrow. "Is that an insect I hear buzzing?"

[1] "Insect?"
[2] "You're awfully calm."
[3] [Punch him.]

> 1
"The Hummingbird is no insect! And now..."

" SILENCE! " Dr. Sinister's fist comes hammering down on his mahogany desk. "Since when does CPR send an also-ran like you against a threat of my awesome caliber?"

[1] "I beat you handily."
[2] "You're still only human."
[3] [Punch him.]

> 1
"Why the sneering? Belittling me only diminishes yourself. I crushed all the threats you threw at me."

"Oh? Like what? I prepared for the likes of Star-R-Star, not insects like you."

[1] "Super-sharks."
[2] "Orbital Doom Cannons."

> 2
"There's this entire station , which you've built around a huge doomcannon."

"That never threatened you . It would have been able to hold the world hostage in a few more hours, but..."

"I've wasted far too much time with this as it is. Enough." You wind up again, but Dr. Sinister again waves you off.

"No, really, that won't be necessary. I'll come quietly. I know when I'm beaten."

*** You have won ***

In that game you scored 50 out of a possible 51, in 324 turns, earning you the rank of Moving Up In The World.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
undo
Central Bridge
[Previous turn undone.]

> out
[I need some kind of reaction from you to continue the scene. Enter a number, or say REPEAT to reacquaint yourself with your options.]

> restore
[Restore succeeded.]

> out
You flutter through into the main hall, where fifteen of Dr. Sinister's finest await you. That's normally just a tad more than you're comfortable facing alone, but in this gravity, and charged as you are with energy, your fists are more than a match for the men near the door.

The ones left conscious are helpless to stop you from flying directly to the access ladder to the central bridge.

Please press SPACE to continue.

As you climb, the Hub narrows into a ring-shaped corridor. It's almost as if there's some long, thin object running the length of the station.

You recall the Doctor mentioning some kind of beam weapon when you first entered the station. You can only hope you aren't...

...well, it looks like you aren't too late after all. A display on the wall prominently announces "3:47:32 to full beam charge". That more or less matches your position over the Pacific when you first docked - unless his master plan involves ruining a cruise ship's day, you should be able to wrap this up with time to spare.

You continue your climb to Dr. Sinister's inner sanctum.

Please press SPACE to continue.

You tense as you slip into the central bridge, ready for anything. Who knows what forces could guard Dr. Sinister's sanctum sanctorum?

It turns out the answer is "nothing"; there isn't anyone here except Dr. Sinister himself, flipping through paperwork behind a mahogany desk.

How on Earth did he manage to spare the mass to send up a mahogany desk? Ah well. No time to question his priorities; you've got an evildoer to stop.

[1] "Your fiendish scheme ends here!"
[2] "Your sinister plan is foiled!"
[3] [Punch him.]

> 1
"Your fiendish scheme ends here, Doctor!"

Dr. Sinister looks up, supremely unimpressed. "Is that really the best you can do?"

"Er..."

"Do you even know what my fiendish scheme is ?"

[1] "Of course!"
[2] "I don't need to."
[3] [Punch him.]

> 2
"I'm here at the Coalition's behest. The exact details of your sinister plan are really kind of beside the point."

Dr. Sinister raises an eyebrow. "You're admitting that outright? What makes you any different from my own minions?"

[1] "I prevent my bosses from pulling out the big guns."
[2] "My bosses are vastly more powerful."
[3] [Punch him.]

> 2
You shake your head. "For all you've managed to do, Doc, you and your organization are still only a Class IV entity. You prepared to fight Class II and Class I enemies, but even a Class III like me could and did smash through your defenses. And I'm the weakest class CPR will field. If you get their full attention, they will crush you like a bug ."

"Empty boasts don't impress me."

"You got their full attention as soon as you launched from your island base. The only reason a multinational military strike hasn't already turned this whole station into a meteor shower over the Pacific is because I convinced them to let me try to resolve this less explosively."

Dr. Sinister steeples his fingers. "And why would you have done that?"

[1] "To save lives."
[2] "That kind of force isn't necessary here."

> 1
"You might have missed this, but I'm one of the good guys. I'm not a fan of pointlessly wasting lives. That includes yours and your men's."

You gesture at the door. "It's over. Save who you can, and just come quietly."

Dr. Sinister considers you, and nods slowly. "If what you say is true, it sounds like I may owe you my thanks." Just then the screens on his desk glow red. He looks at it briefly. "Yes. Thank you. Let's go."

*** You have won ***

In that game you scored 50 out of a possible 51, in 324 turns, earning you the rank of Moving Up In The World.

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
endnotes
Congratulations! Your full score indicates that you have won the game with Saving the Day in the Nick of Time. There are two other ways the final confrontation can work out, though you will need to make a different decision on Sinister Isle to find one of them.

Flight of the Hummingbird was designed primarily around navigation puzzles, as you may have noticed. A fun fact: the only two obstacles that require the use of items taken from the field are opening the tower (with the crowbar) and starting the truck (with the large-handled key). Everything else can be solved through navigation, timing, flight, or actions that are always available.

As for more traditional AMUSING responses, have you tried...
- XYZZY?
- and the two nonstandard followups cued thereby?
- Taking the rocket?
- Twice?
- STEALing any small object?
- Taking the tower?
- Tying the rope to anything?
- Falling, unpowered, through the open launch hatch?
- Throwing something plot non-critical (like the silver key or the splintered wood) at the defense grid while it's on?
- Or something plot-critical like the energy drink?
- Or messing with it in any way afterwards?
- Kicking things?
- Screaming?
- While falling?
- Immediately before an impact?

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
>
restart

December 31st, 2014.

Dr. Sinister is at it again! The Concordance of Powered Response isn't entirely clear on what it is he's planning, but it's big and it's based in his island fortress. This is clearly a task for one of the world's mightiest champions!

Unfortunately, they've had to send you instead; the world's mightiest champions have other emergencies to deal with. New Year's Eve is always rough.

Regardless, this looks by-the-book so far. The containment fields have been put in place. Now all you have to do is get over to his island base, infiltrate it, defeat him, and bring him in.

Flight of the Hummingbird
An Interactive Costumed Caper by Michael Martin
Release 1 / Serial number 100913 / Inform 7 build 5Z71 (I6/v6.31 lib 6/12N)
[Type ABOUT for information unique to this game, even if you've played Interactive Fiction before.]

Shalestorm Shingle
City Hall teleported you here to Shalestorm Shingle mainly for the drama of the name. Small rocks and stones litter the ground here, but it dissolves to good clean sand a little ways to the south.

The city's containment force fields wall off the area to the north and east. The great Pacific Ocean stretches out to the west.

> xyzzy
You find yourself suddenly remembering your battle against the nefarious Lord Chitin and his army of zyzzyva weevils. It doesn't seem to help in your current situation.

> zyzzyva
No! Lord Chitin is in jail! You've got to focus! Focus!

Good game, lots of fun.

> focus
You mentally slap yourself upside the head. You feel much better now.

> q
Are you sure you want to quit? y