Raisin Quest 1   Life 1   > denotes story actions, players actions otherwise   >You are a small, purple-blue Earth filly named Raisin. One day at school, you get dismissed for lunchtime recess when you realize that you forgot to bring a lunch. Your mom packed it and everything, but in your haste to get to class, you must have left it on the kitchen table. Hungry, you spend a few miserable minutes pouting over your misfortune.   >A small yellow Earth filly with a red bow in her mane comes over to see what's the matter. When you tell her that you're without a lunch, she immediately offers you half of her lunch; a delicious red apple. You take it and offer your most sincere thanks in reply. She introduces herself as Applebloom, a filly one year ahead of you. As you talk, you end up finding out that you have a lot in common. A friendship is forged.   >After school, on your way home, she flags you down and introduces you to two of her friends, Scootaloo and Sweetie Belle. The little pegasus complains to Applebloom that you're way too young and uncool to be hanging with their crew, but Applebloom convinces her to let you stick around.   >As the 4 of you head to your homes, Applebloom recommends that you should join their 'secret club', the Cutie Mark Crusaders... seeing as you're without a cutie mark and all. Before you can answer, both of her friends vehemently reject the proposal. They say that you have to earn your place in their group. The only way to do this is to prove you're not a wussy; you must crusade with them into the Everfree Forest. Applebloom nods her head in agreement and tells you to meet them near Fluttershy's house at 9:00pm. She's confident that you'll impress her friends.   >With very few other details, you head home and wait until the fated hour. Excited but cautious, you look around your house to see what kind of supplies you might have lying around. With only a few minutes to go until you leave for your adventure, you've managed to sneak around the house and gather a pile of useful items: a candle lantern, 2 candles, a bundle of rope (made it yourself), a 'stompstarter' (crushable firestarter), a can of blackpowder, a bottle rocket, a box of thumbtacks, a big horseshoe magnet, a fishbowl, a boomerang, a bag of flour, a tin of assorted candy, and your saddlebags. You can only carry 4 items, however; your saddlebags are relatively small.   >Your parents don't have any idea what you've got planned and there's just 5 minutes left of preparation. What do you decide to take with you?   Lantern, 2 candles, firestarter, saddlebags   Well fuck. The boomerang is a must. Let's also take the candles and the rope   Lantern Candles Stompstarter (rope if we don't need it to light the candles) and Candy   Lantern, firestarter, rope, extra candle. Voting for this. Seems reasonable.   >You decide to take the lantern, the candles, the rope, and the firestarter. After packing your saddlebags, you sneak out the back door and trot down the road as quietly as possible. Your parents have no idea that you've even left the house.   >As you gallop down a lonely road, you spot something glimmering in the moonlight. It appears to be the remains of a broken wicker basket. Inside, there is a comb, a handful of gems, and a jewelry box. You're already carrying 4 items... do you want to pick one of these ones up before you head to Fluttershy's cottage?   Open the box, see if there is anything in it.   >You crack open the jewelry box to find that it is filled with vitreous gemstones. Emptying them out, the box is still far too small to hold anything besides your firestarter... and that's only if you snapped it in half.   >Do you want to try jamming the firestarter into the jewelry box?   Nah, let's move on.   No   ... Dammit I'm sure we already fucked up. No don't risk to destroy the firestarter.     Probably, but that's what makes the game fun.   Put as many gemstones in the box as possible, take box.   Nope, continue onwards.   We were supposed to click on that rat so it would save us after we get trapped in the basement later.   We might as well just restart.   >You look over the curious items once more before deciding that they probably won't help you on your adventure. You shrug your shoulders and continue onwards.   >Eventually, you see the familiar red bow of Applebloom off in the distance right outside of Fluttershy's cottage. Her lights are off; she must not know that your new friends are crusading. Sweetie Belle is holding a small glowing bottle that illuminates them enough to allow you to see them from a distance. Applebloom motions you over.   >The 4 of you sit huddled in a tight little circle. You don't have many details for this journey yet, but the other three fillies seem to know exactly what they're about to do. Now, you figure, might be a good time to ask questions. Ask what are they carrying and what we'll do.   "What have you brought with you?" "What exactly is our goal?"   Where did you come from, where did you go Where did you come from, Cotton Eyed Joe?   >Scootaloo starts off by saying that she's got her cape and a small, impact detonated smoke bomb she got from the local bullies. Sweetie Belle smiles and holds up a glowing blue perfume bottle; it's providing a decent amount of light. She says that the potion will only last for a few hours, though... Applebloom has a cracked baseball bat and a saddlebag full of apples.   >Scootaloo starts going on and on about a story that Cheerilee was telling in class a few days ago. She says that there is a secret orb called the Orion Crystal hidden deep within the Ursa cave. Apparently, the crystal gives ponies the ability to see into the future, but only once. They plan to use it to see what their cutie marks are going to be.   >Do you have any other immediate questions? The girls look like they're ready to venture into the woods.   "How long will this be? I don't want to miss 'My Little Humans' tomorrow morning."   The Orion Crystal? Does it do anything else? Surely there is some information being withheld here.   I think we're good for now, those three should be fairly prepared.   >The crusader's faces light up as you mention their favorite show. They all nod, agreeing that it is a great show and they do not want to miss a second of it.   >Applebloom assures you that the crusade, pending everything goes well, should conclude in a matter of hours. The orb shouldn't be TOO deep into the cave.   >Scootaloo simply shrugs her shoulders. She says that all Cheerilee told them about in class and she didn't bother to ask any other ponies about it. Sweetie Belle mentions that it probably would have been a good idea to talk to Twilight about it, but her comment goes ignored.   >You tell the three experienced crusaders that you are ready for your first crusade. They nod and turn toward the darkened entrance of the foreboding woods. They say that since you're the new filly in the group, you must prove your adventuring prowess and pick the path they should all take.   >Before you lie 3 paths; left, center, and right, each appearing to be equally terrifying. They stand slightly behind you, waiting for your decision.   Center.   left   Center.   Go left   Left (4 dead)   >(Two for center)   >(Three for left...)   >(You guys SURE you want to go left? Is that your final decision? Not trying to imply that it would be bad to go left... just.... are you certain that's where you wish to go?)   ADVENTURE! GO LEFT   Oh now we DEFINITELY gotta go left   ALL LEFT, ALL THE TIME.   Sure, we'll die horribly, but we'll die in style.   >You tilt your head side to side for a moment before settling on your decision. You point to the left and affirm that it's the way to go. Scootaloo disagrees, saying that the group should go right, but Applebloom and Sweetie Belle stick to your decision. Begrudgingly, Scootaloo follows you on the left path.   >Up above and all around, there is almost nothing but darkness. Sweetie's potion lights the way, but casts an eerie blue glow on everything as you pass through the thick forest.   >Suddenly, you hear a noise in the bushes on the right. Sweetie shrieks, fumbling her little potion. It rolls into the bushes, but is well within reach. None of the crusaders want to go near the bush.   FUCK THE POTION Light a candle and put it in a lantern After that examine the bush again.   >Scoots doesn't want to get near bush. This is some bullshit.   Walk right up to it, grab the potion, and check the bush.   welp, time to light a candle     Light a candle and investigate.     Sneak up on the bush, attempt to see what's shaking it.   Or just jump on it and hope for the best, whichever. >To light your candle, you'll have to use your firestarter. It's got about 3-4 uses in it, you figure; dad threw this one in the garbage because he couldn't get it to work, but you knew it would come in handy on your adventure.   >Do you wish to try and use your firestarter?   oh god dammit I know we shouldn't use it now, I just know it   RETRIEVE POTION   Is there no moonlight?   Did Sweetie's potion completely die?   Grab it if it's still lighted.   Grab that potion. Screw the bush and whatever is in it. Not literally, of course.   Ask Applebloom for her bat and swing it at the bushes, being careful not to hit the potion.   >You can still see the subtle blue glow of the potion under the bush leaves. Carefully, you begin your approach. Sneaking up hoof by hoof, you near the bush until you can just barely reach under it. Slowly, you edge your hoof toward the faint, blue light...   >SHHSHSHHSSHHH!   >The bushes erupt and a ring tailed critter comes flying out. In a harmony of discordant screams, the CMC shriek as the raccoon scares everyone senseless. You watch the little ball of fluff take off down the trail towards Fluttershy's cottage. Scootaloo pretends that she didn't make a peep.   >With the curious creature gone, you pick up the potion and hand it back to Sweetie Belle. She breathes a sigh of relief as the other two commend you for your bravery.   >You continue down the path, eventually reaching the stony entrance of a dark, quietly howling cave. The CMC huddle up to pow-wow their next course of action.   Let's go ahead and get our lantern lit now.   I have a looming fear that the raccoon has just set of a cataclysmic chain reaction that will ultimately end in our failure.   What are they suggesting?   Throw out the suggestion of heading in, keeping along the right wall as to not get lost.   Okay we don't want to kill everyone. Examine the cave. If all is clear take the potion from Sweetie and go first. If it's safe make a sign to the other Crusaders to come.   >Sweetie Belle clutches the small potion in her mouth, shaking her head. She says that you have a perfectly good torch; if you're going to go ahead of them, leave them the soft light and get your torch lit.   >The CMC remark that this must be the Ursa cave. They like your idea very much and plan to stick to it... pending you still want to scout ahead and make sure everything is safe first.     Go first only if Applebloom lets you hold the bat.     Stay on point. Traverse the wall.   Explain to Sweetie that the Torch would be to powerful. Try to convince her to give you the potion and give them the torch and firestarter   >Applebloom pulls out her cracked bat and grips it in her mouth. She says that she'll follow behind you, watching your back. Scootaloo and Sweetie note the courage you two are showing and say that they'll come along with you; Scootaloo arms herself with her smokebomb.   >You start heading into the cave, Sweetie's potion lighting the way. You notice all sorts of colorations on the floor and an eerie howling noise coming from deep inside the cave. It sounds like a great, low wind that never ceases.   >As you traverse the right wall, you notice what appears to be a pair of red, glowing eyes in the distance.   IT'S THE COCKATRICE FUCK THIS GET OUT   Smokebomb and run away   Use caution. Keep the soft light handy, as it will cause minimal disturbance to whatever creatures may lie ahead. Inch slowly along the wall.   This. Be ready to use that smokebomb if we have to run.   >You immediately seize up as the eyes become more intense. They refuse to move, seeming to start you down. You and the girls crouch near some stalactites. Sweetie brings the light in close so that you can all see each other's faces.   >Scootaloo thinks that it's probably nothing; it's probably just the weird light playing tricks on your eyes. Applebloom and Sweetie are convinced that it must be some sort of monster.   >You sit huddled, hearing a soft breathe compliment the eerie cave howling.   Let's keep going.   Are there any rocks around?   Take a small one and chuck it in that direction.   Not attempting to hit the the... thing... but just near it.   >scootaloo thinks it's nothing Okay get your torch ready. Roll the bottle towards the eyes. If dangerous light the torch and get out of there if not continue.   This, lets see if it's a living thing or not: Distract the thing by throwing a rock near it, and listen   >You quickly search the ground and pick up a pebble, telling the others to stay put. Scootaloo sees what you're doing and also grabs a rock. As you look over the stalactites you were hiding behind, you cannot see anything in the darkness up ahead.   >Regardless, you chuck a rock up ahead in the general direction of the eyes. It clacks against the stone floor and echoes in the cave.   >Without Sweetie's light aimed up ahead, it's nearly impossible to see anything. Scootaloo squints into the darkness, rock in her mouth.   Listen for any more noise.   If none, proceed with caution.   The eyes are no longer visible? Something's wrong here.   Advance with caution until you can see the eyes again, then throw the rock.     Let's go ahead and save the game now   Definatly Amazon. If we live through this we'll be the de facto leader of the Crusaders.   Now then, I say we take out our latern, light it, and point it in the direction of those eyes. All the while preparing to run like a little bitch. Oh, and yell at the other bitches to run too I guess.   >As you sit in the dark, ear towards the direction of the rock you threw, you slowly move forward, blind in the darkness of the cavern. Sweetie slowly peeks over the stalactite with her light potion in mouth, watching as you enter the black nothingness ahead. You immediately notice Scootaloo's eyes grow big. She throws the rock as hard as she can up ahead and ducks behind the stalactite, covering her eyes.   >You turn your head and are greeted with the same pair of distant, shimmering red eyes. Sweetie remains frozen, shaking in terror as you stare the unwavering eyes down.   They might just be gemstones. ...Perfectly spaced, crimson gemstones. Right. We're getting out of here, I should think.   Is it too late to run? I think we should run. No seriously you guys, go. GO.   That's what I'm thinking actually.   Ask Sweetie for the light if she's too Scootaloo to come forward, and make sure of what it is before retreat.   Backbackbackbackbackbackbackback!   Grab the bat, lets check it out   Becomes stoned as fuck.   >You turn your head back, asking Sweetie for her light. She doesn't respond; she just stares at the red eyes. You look back, noticing that the eyes are twinkle ever so slightly with Sweetie's quivering form.   >Scootaloo reaches over the stalactite formation and pulls you back, saying that you must be out of your mind. She's convinced that it must be a monster.   >Applebloom forces Sweetie to duck down again as you sit and make up a new game plan. Again, you ask for the light. Sweetie reluctantly hands it over to you, allowing you to carry it.   >The bottle tastes like fresh roses.   Wonder at the taste for a second, then roll that sucker like a bowling ball towards the eyes.   "If it was a monster, it would have attacked by now. Or at least moved! I don't think it's a monster."   This sounds good.   You throw the potion. The bottle shatters, and the glass and potion hopefully blind whatever the fuck that... THING is.   That's why we are ROLLING the bottle you dunkass.   >You put the bottle in your hooves for a moment and comment on the peculiar taste. Sweetie says that Rarity made rose petal soup for dinner...   >You shake your head, deciding that you have nothing to lose. You roll the potion towards the eyes, much to the absolute horror of your friends. They gasp as the glass bottle rolls precariously over the rocks and closer to the ever more brilliant red eyes.   >As it approaches, you see that the 'eyes' are set in the rock. To the left, you see the faint shimmer of 3 blue gems embedded into a large column of rock.   >The bottle continues rolling, then smashes into a stalactite. The potion spills out over the floor, illuminating the one spot in a brilliant blue glow. Sweetie gets some tears in her eyes.   >Scootaloo and Applebloom comment on the findings, saying that the eyes were just some crummy old gems. They wander closer to the pool of spilled blue light potion.   God damn how the hell hard did we roll that thing?   See if we can try to jimmy any of the stones out of the wall.   caution caution caution proceed down the path, and get ready to light a candle   Apologize to Sweetie. You didn't mean to break it. But tell her you know where you can find a box of gems to make up for it. Investigate the gems in the wall.   Let's go ahead and light our lantern if we haven't done that already.   No wait The potion gives us enough light for the moment   Man, we are going to run out of lamp oil and a fucking zombie is going to kill us before we can get the orb.   And then that asshole is going to bring the darkness on us or some shit.   Tell AB to stand guard while we examine the gems.   >You follow the trio over to the spilled potion and look at the magnificent gems. Sweetie wipes some of the tears out of her eyes and says that they look just like the ones her sister was using earlier that morning. She comments that Rarity probably won't be too upset with her losing the perfume bottle if she can get a few.   >Unfortunately, you can't seem to pry the little gems from the column. They're nearly cemented in.   >Applebloom mentions that rolling the potion was a pretty good idea; at least they know the 'eyes' were really just gemstones. The light shines strong in the entrance of this massive cave. Above the 'eyes' you see a ledge with a stalactite sticking out of it. Up ahead is a wide open area where the soft, eerie noise seems to be coming from.   >The CMC are ready to venture ahead. Scootaloo grabs your lantern and asks you to light it up for her.    Let's get lit.   >implying they don't trust you with the light anymore This is gonna come back to bite us later, isn't it?   Okay. Try to reach the ledge. Climb one over another if possible. Examine the cave from up there   Peek over the ledge. Anything strange up there?   Light the lantern, using one charge from the firestarter. Also, keep in mind that box of gems you passed by earlier. They might come in handy for reparations after you escape the cave.   >You light the small torch for Scootaloo. She starts to trot ahead, but keeps cautious. The cave lights up with tons of gems; the torch light is powerful enough to light the cave incredibly well. You can see wall to wall; the darkness is now a comfortable distance ahead.   >You see that the ledge is quite a ways up; it's far too high to reach by simply climbing up on your friends' backs. It looks like it leads along a path that follows the right most wall of the cave.   >Scootaloo and Applebloom insist that you continue ahead into the cave. Cutie marks await!   Ask Scoots to fly up to the ledge.   can we use the rope to get up there?   Scoots can fly, can't she? Come on, get those tiny wings flapping. Show us what's up there.   Hug the leftmost wall. There might be something lurking on the ledge that could reach down, grab one of us, and bolt without us being able to do anything about it.   >She stops, giving you a sour look. Applebloom snickers to herself, but takes notice of the ledge. She stops and asks Scootaloo to shine her light up above.   >The high road seems to lead the same way into the cave and around a bend up ahead. It doesn't seem too remarkable.   best continue within our means then move along the low road, hugging the wall   Left wall, so creepy crawlies can't reach down and nab one of us.   Let's keep on going, unless Applebloom thinks she can tie the rope into a lasso and toss it up onto the ledge.               >You swivel your head out of curiosity. A shadow is standing at the entrance of the cave. You watch it crouch down low to the floor.   SAVE SAVE SAVE   What shape did the shadow made?   Bipedal? Quadruped? WHAT MANNER OF BEAST IS THIS?   Wait... That badger or whatever from the beginning must have told Fluttershy THAT FUCKING BASTARD   Go ahead and save.   Tell Applebloom to get her bat ready.   What shape is it? Tell the others to huddle together, predators almost always pick off loners.   >Stark with fear, you watch the featureless blob glue itself to the floor. Whatever it is, it appears to have wings.   >The CMC are still busy looking up at the ledge.   >You urge the trio to move deeper into the cave. They nod their heads, mentioning that this place is giving them the creeps. You delve deeper into the cave, taking a turn around the bend.   >As you look back once more, you can no longer see the shadowy form. It has vanished.   >Up ahead of you is more darkness, some stalactites... and what appears to be an elaborate cluster of gemstones gleaming in the light of your torch.   Dammit Fluttershy either went in or went to get help The CMC are gonna get it   venture into the darkness   "Hey guys? I think somepony is following us."   >The CMC freeze in their tracks. They get a little worried, thinking that one of the adults might have found out what they were planning.   >They immediately scold you, thinking that you snitched on them. You swear that nobody knows, though they believe otherwise.   >You decide to venture deeper into the cave and closer to the 'gemstones'. As your lantern approaches the sparkly objects, you see the blue outline of some transparent beast up ahead. Scootaloo immediately stops.   >It's eyes are closed as it snores, filling up a good portion of the path ahead. To its left, along the wall, is a small, thin ledge with a chasm under it.   >To the right, it hugs the wall too tightly to travel passed it, but the ledge up above seems to continue along, no creature obstructions whatsoever.   We go over. Less chance of bumping it on the way.   Head back and take the high path.   oh god, you've found an Ursa Minor   Gotta try that ledge, man. Any means necessary.   maybe Scootaloo can fly up there and tie the rope to something so we can climb up   >You mention that you have to go back and give the ledge a shot; there's no other way to get around the Ursa that's in your way. The CMC agree with you, knowing that the only safe route now would be to try and find a way up above.   >As you start heading back, you see a pair of red eyes along the bend. Scootaloo trots on ahead.   Scootaloo! Wait! Stop!   Stop Scoot Illuminate the eyes. be ready to run like hell.   Still be cautious. Those red eye might have an owner this time. Once we reach the ledge, form the Pillar of Pony, and have Scoots jump off the top and try to hover over the ledge.   >She looks over her shoulder, telling you not to worry. She says that it's just the gems again. They remain frozen in place up ahead, but you see them disappear and reappear quickly, all the while having light shone in that direction.   >She continues on, not giving the strange red glares a second thought.   Facehoof, but continue onward, keeping an eye out.   Might as well catch up with her, in case things go south.   They blinked. Gems don't blink. What if it's a spider? A big spider. We should probably bail. Because we aren't walking through a puddle of phosphorescent perfume right now. That's not where these eyes were.   Something's off... You need to follow Scootaloo closely. She doesn't know what she might be in for.   >Against your better judgment, you press ahead, walking straight toward the 'gems'. As they get a little larger, you watch them zig zag back and forth. The CMC stops cold in their tracks, terrified.   >Suddenly, Scootaloo turns into a stone sculpture, frozen in place with the lantern stuck in her mouth. Sweetie Belle and Applebloom panic, running toward the Ursa Minor. Applebloom skids to a stop and screams back for you to hurry; they'll save Scootaloo later.   >She grabs her bat and shuts her eyes, running away from the horrible Cockatrice you just walked up to.   So would it be in poor taste to say we should chicken out right now?   BASH COCKATRICE WITH LANTERN THINK LATER VIOLENCE NOW   WE HAVE HUGE GUTS BASH AND SMAAAAAAAASH!     attack the cockatrice with the heaviest thing you can get your hands on keep your eyes on the ground and swing with wild abandon   Fuck, this is tough. We'll need that cockatrice if we want to unstone Scoots, but trying to capture it might just lead to a bad end for all of us.   On the other hand, if we can lure it into the cave, we might be able to stone the ursa minor.   Fuck, I guess we try to lure it towards the ursa. Hopefully it'll prioritize it over us.   We trick it into waking up the Ursa.   Flight to prepare for fight.   This, Trick it to wake up the ursa   >You call Applebloom back, demanding that she keep her eyes shut. You feel scales slither up along your back and feathers brush against your ear; quickly, two red eyes come into your peripheral.   >With a loud crack, you watch Applebloom smack the Cocaktrice with the bat over the head. Her bat snaps in two, lying on the floor. The Cockatrice doesn't seem too bothered by this. You buck it in the stomach a few times; your earth pony legs don't seem to be doing much to it.   >Applebloom reiterates that you should run. The feathery foe starts to coil around you.   To everyone who says we should fight it:   Cockatrices seem to be a decent size compared to fillies and probably have sharp claws. Fighting it would just lead to us getting beat up until it forced us to open our eyes.   Ah what the hell.   HEADBUTT IT THEN RUN   focus on the path you wish to take, then shut your eyes and gun it.   Flee. Lead it to the Bigger Fish. If you're lucky Sweetie will have rockfall trip rigged up by now.   >You slam your head back, smashing the Cockatrice in the jaw. It loosens up its grip for just a moment as you slip free and high tail it behind Applebloom. As you run, you realize that Scootaloo still has the torch in her mouth. The darkness of the cave envelopes you as you approach the starry pattern of the incredibly dangerous Ursa.   >Applebloom bumps into you and wraps her forelegs around you, saying that you're going to need to stick together. She can't find Sweetie Belle, so it's just you two at the moment.   >You hear the Cockatrice call just a few feet away. It seems to be keeping its distance, its red eyes swaying in the air nearby.   We need to find Sweetie We fucked up guys GAME OVER MAN GAME OVER   Well... you still have one more candle. But what of the lantern? Looks like you're going to have to DIY something together to hold that candle.   Ask Applebloom if she knows how to make and use a lasso.   Proceed to ready it quickly if so.   Set up flanking. Attempt to either knock out or otherwise blind the cockatrice. Then either beat it into submission or threaten it with Fluttershy. If we're lucky, it'll be THAT cockatrice.   Desperate times call for desperate measures.   Wait until the cockatrice approaches, then wake the ursa.   Do we have a save? I think we really need to use one.   >You push the small, scared filly away for a moment as you withdraw a candle from your saddlebag. You bring out the stompstarter, but look back over your shoulder at the Ursa sleeping just a few feet from your back. The stompstarter tends to make a bit of noise..   >You ask Applebloom if she can make a lasso. She says that Applejack taught her how to, so she probably can... but not in the complete, pitch black.   It's either wake the Ursa or get raped by the cockatrice Any way game over Light the candle. Also try to find Sweetie.   light it   Wait until the cockatrice approaches, light the match, and then have you and Applebloom try to run around the monster so it sees the cockatrice first.   >(Being slightly merciful, if you guys do fuck up, I'll reset 1 of 2 times for you back to a 'safe' time. This is before any monster encounters or serious fuck ups, like getting Scootaloo stoned.   >You've only got 2 resets, however. I'll not offer any more as that will make the game too long.)   This, we need to make the ursa and the cockatrice fight   You'll have to chance it. There is no other option.   Oh, and find something reflective to carry around. A cockatrice can be killed by seeing its own reflection. Push comes to shove, we'll have to chance it.   Wait in the darkness for the cockatrice to approach.   Wake the ursa with a rock when it comes into the room.   Hide.   We can't kill it. We will lose Scoot and probably Sweetie forever. This was a bad idea.   We can't risk it. If the Ursa wins we're fucked and Scoot is done for If the cockatrice wins we're fucked because in the cave there's also a URSA MAJOR We're fucked.   The cockatrice's magic may wear off upon death.   >You decide to stomp on the stompstarter to get a flame going. As you lean over to light your candle, you hear the creature behind you grumble. Applebloom asks you what you just did... and if you have a plan.   >The Ursa starts to pick up and shift about, careful not to roll off the ledge to its side. It looks ahead, noticing the candle you just lit. The Cockatrice seems to have all but disappeared from sight.   >Applebloom wraps her trembling forelegs around you again, unsure of what you planned to do after waking the Ursa and scaring the Cockatrice away.   >The candle doesn't do anything to reveal any other pony in the cave. Sweetie cannot be seen anywhere nearby.   Whelp.   Throw the candle in it's face in an attempt to startle it, and get it to fall over the ledge.     Pass out. Play dead. Maybe it will fall back asleep and leave you be.   1. Tie the rope to a nearby stalagmite 2. Tie the other end around your waist 3. Tell Applebloom to hold on tight, baby 4. Run past the ursa and do a swan dive off the ledge   You know what, I vote this. Why the hell not? We're already boned, let's see what happens.   Damn, things are looking pretty grim. Neither Sweetie Belle or the cockatrice could have gotten past the bear, so they must be outside. I'm afraid that we have to try to get to the cave entrance. We can't lose the cockatrice.   We need to try to restore Scootaloo. We haven't come to a point where further danger forces us to kill in self-defense yet.   >You send the molten candle up towards its head, managing to splatter the wax against its chest. It looks down then back to the two desperate fillies ahead. He sneers, annoyed and grumpy that he's been so rudely awakened.   >As the bear glares at you, you fasten the rope to your waist. "Hang on, baby!" You grab the red bow wearing filly up in your hooves, realizing that she weighs more than you do. You sling the other end of the rope to a stalactite overhead, miraculously getting a hold on it. Surprised, you proceed to step 2 of your brilliant plan.   >You jump off the ledge, hoping that the rope over head holds. The Ursa watches you curiously.   >Only a few feet from your jump, the rope slips off the overhead stalactite. You plummet into the dark void below, the combination of you and Applebloom's terrified screams echoing into silence.   >You kinda died.  Nice try though.  Almost worked...except you ended up landing pretty close to Sweetie Belle.   TPK. So that's what happened to Sweetie. Dayum shame.   Activate sands of time.   Load from last checkpoint.   At least Ponyville has a new statue when they come look for us.   HUZZAH FOR THE CUTIE MARK CRUSADERS!   Welp, I guess we load the save. Don't really know how we're going to get ourselves out of this one. Cockatrice on one end, celestial bear on the other.   Guess we have to find some way to take the upper path.   The funeral was short and mostly informal. Many tears were shed.   Reset.   END OF LIFE 1   LIFE 2   >WISE FWOM YO GWAVE   >You hear a very odd backwards sound effects kind of noise. You find yourself next to the Ursa Minor again, but now the whole group is together again. You look around, feeling your coat to see if everything is real. Applebloom asks if you're okay, to which you respond "I think so..."   >With a small ledge on the left over a chasm and a safe path up above, but no way to attach any rope to a stalactite to get up there, you consider your options with the CMC.   >Behind you, back around the bend, you see a pair of red eyes hovering in the darkness, unwavering and still.     Go into stealth mode. Try to sneak across the ledge.   Suggest we carefully take the ledge to the left.   Let's keep on going and take the ledge path.   "Stop, Scoots. I don't think those are gems this time around."   Examine the ledge to the left. Is the path too slim to be able to cross?   Try for the high road this time. Have Applebloom securely attach the rope to a stalagmite, and leave Scoots up here long enough for the three of us to get down. She can come gliding down afterwords.   >You point out that there is a very thin walkway to the left of the chasm. Sweetie immediately shakes her head, not wanting to travel that path. She suggests that the group head back and try to find a way to the safe path up above. Applebloom seems to be willing to give this route a shot, but agrees if there's any way to the wide path above, she'd be willing to take it.   >Scootaloo is already sliding across the wall, shuffling her hooves together to traverse the chasm path. Holding the lantern, you watch the little light source travel across the dangerous chasm path.   >You point out that there is a very thin walkway to the left of the chasm. Sweetie immediately shakes her head, not wanting to travel that path. She suggests that the group head back and try to find a way to the safe path up above. Applebloom seems to be willing to give this route a shot, but agrees if there's any way to the wide path above, she'd be willing to take it.   >Scootaloo is already sliding across the wall, shuffling her hooves together to traverse the chasm path. Holding the lantern, you watch the little light source travel across the dangerous chasm path.   Fuck just telling her. Scoots is obviously mentally retarded. Grab her tail until she moves her ass across the ledge.   "We follow the light. Come on Crusaders, don't be chicken!"   Spoken softly.   Make fun of them and insinuate that they're cowards. Going back is certain bad end.   Use Scootaloo's lead as a prod for the other two. "it's too late now, unless you want to fumble around in the dark."   >"Come on, I thought you guys were crusaders. Scootaloo's not afraid and she's a chicken."   >You follow Scoots lead, hugging the wall. Immediately, you notice how deep the chasm below really goes. A low, resounding noise passes up from the deep darkness; nothing can be seen below. You slide across, trying to catch up with Scoots. She's already standing on solid ground, boasting of her accomplishment quietly.   >Applebloom and Sweetie Belle soon follow, though Sweetie Belle is really shaky. As they are halfway across, the ground gives way under Sweetie's hoof. She slips a little bit, catching the side of the ledge. She dangles precariously over the pit, whimpering softly in terror.   >She looks to you and the others. They're panicking a little, unsure of what to do.   Pull her up before the rest of it goes. Fast.Give her an end of the rope just in case, and have Scoots and AB hold the other end.   Hang in there, Sweetie! We're coming for you!   ...but do it SLOWLY.   Grab her, um, brace yourself against her in some fashion and just take it slow   >You shuffle back along the wall, though Applebloom stands between you and the endangered filly. She's already reaching over to give Sweetie a hoof back up, but she's afraid she'll lose her balance and fall.   >Scootaloo shuffles back onto the ledge, approaching you three as Sweetie loses her grip on the thin ledge.   Toss her one end of the rope fast, hold the other end in your mouth.   "Applebloom! Grab her!" You tell her quickly, grabbing onto her other hoof while reaching your other hoof out for scoots to grab.   Reach out and try to bite her hair or her tail or something.   As Scootaloo to hover and try to help somehow, if she falls she's a goner.   >You motion for Applebloom to grab the struggling unicorn. Just as Applebloom grabs for her, Sweetie loses her grip. In the absolute nick of time, Applebloom catches her, though finds herself falling fowards fast. You instinctively bite onto Applebloom's tail, though the weight of the two fillies takes a toll on your balance. Amazingly, you're able to hold onto the rock wall by bracing yourself against two pits in the wall.   >Scootaloo panics, reaching through your bag for the rope. She brings it up in her mouth, but cannot find anything nearby to fasten it to. Grip slipping, you need to act fast.   >There's a stalactite up above and an outcropping of crystals on the other side of the chasm, next to where Scootaloo was standing previously.   Gesticulate wildly towards the crystals. While waiting for Scoots to tie it off, try and drag them back to solid ground or at least not fall.   keep trying oh god oh god signal for Scootaloo to tie the rope to the crystals   God damn it Sweetie, why can't you teleport?   Tell scoots to get back to solid ground, and try to keep hold of the roap in case you fall while tying it to the crystal formation.   Shit, um, stalactite. The crystals might by brittle. The stalactite might be slippery, but we just have to take that chance. It'll be easier to tie anyways.   >Scootaloo sees what you're getting at. She shuffles back over and glides to the small outcropping. Tying the rope off, she throws the other end over to you. The rope flies through the air; you must take a chance if you hope to catch it.   >If you loosen your grip, however, you may find yourself plummeting into the darkness. The two fillies aren't getting any lighter, either; it's impossible to pull them back up. You strain, but they sink lower with every passing moment.   >What shall you do?   QUICK TIME EVENT PRESS X TO CATCH ROPE WITH TEETH   Fuck it, grab the rope. It's all or nothing now anyway.   Leap, try to grab onto the rope high enough to where the other two CAN grab onto it as well.   Grab with both your free hoof and your teeth, and legs if possible.   >(In your mouth, you currently have: Applebloom's Tail)   >Are you sure you want to do this?   WAIT, TELL them about the rope first, so they know!   Oh, to then grab with both hooves, yelling at them to grab the rope while jumping.   Swing sweetie to the rope and tell her to grab it   >You let the long rope travel a ways passed your body before taking a leap of faith and grabbing on. Sweetie screams wildly as you all go airborn over the black pit. Everything seems to disappear into the darkness for a moment, but Scoots brings the torch over the crystals above your head. Amazingly, the impact into the stony wall hasn't loosened the grip of your comrades.   >The two fillies grab onto the rope as well. Applebloom's is oriented backwards on the rope, her butt facing up. She's hardly in an ideal climbing position.   >Above you, you hear a very faint crackling noise.   Keep hold of Appleblooms tail to give her support, and climb up.   Try to motion to Scoots to help pull the rope.   CLIMB BABY, CLIMB Applebloom should try to reorient herself, if possible.   See if we can tell Scootaloo to grab the rope without actually letting go of Applebloom. Start climbing for all we're worth   GRAB THE ROPE SCOOTS!   Roll a geology check to identify the crystal and try to bounce in such a way that you're half a phase off from the crystal's resonance frequency. That should in practice make the crystal more resistant to fracture.   >You climb up the rope, pulling Applebloom up with you. Scootaloo is already helping pull the rope up as if she had read your mind; she pushes a hoof against the crystal for a brace and helps pull you three up to safety.   >You hear a distinct crackling noise above you.   >You strain to turn your head under the weight of Applebloom, but cannot see anything. You near Scootaloo's hooves as she pulls you up to firm ground. Sweetie Belle is on her way up the rope still...   >You see part of the crystal shatter under Scootaloo's hooves. She doesn't take notice, too concerned with pulling up her friend.   Watch out and move out of the way; something's about to fall on you. Make sure not to split up as you move!   Quickly thank scoots and make sure that everyone is okay. Take the lantern and shine it up above, checking for what it might be.   Tell them all to get out of the way fast, something is about to fall on us.   Tell her to grab the fucking rope, you can pull yourself up from there.   Maybe try to lean on it to increase the friction.   Get up and pull Sweetie up quickly.   Make noise, bring her attention to it. No sense in her falling to her death. Hopefully she'll grab the rope in time before the crystal she tied it too shatters and takes us all with it.   >You swing over to the ledge, pulling yourself up. Through sheer earth pony strength, you manage to pull Applebloom up onto the ledge with your teeth. Immediately, you warn Scoots about the crystal. By the time she looks down, the crystal starts falling apart. Sweetie again screams out and frantically climbs up, trying to reach the ledge before she falls.   >Scootaloo starts sliding forward... and the Ursa is now stirring.   Grab onto scoots tail and start pulling.   Hopefully Applebloom will follow.   PULL! FASTER! Get ready to run.   Tell Scoots to grab the rope. Make sure the three of us are holding onto our end of it.   >You grab onto Scoots tail as the crystal completely gives way. She holds fast onto the rope, keeping Sweetie safely in her grasp. Applebloom follows your lead, dragging you and her friends up the stony ledge and onto safe ground.   >You all watch as the Ursa starts to clamber around. It's facing away from you, but you decide it best to duck behind a small crop of stones.   >As the Ursa seems to fall back asleep, there's a round of hugs and sighs of relief. The trio can't believe they just survived the ordeal.   >The lantern is still back by the ledge, though it is safe. Next to it is the rope with a chunk of crystal still lasso'd in it.   Recover the lantern and carry on. keep an eye out for other ways back across.   WE LIVED   CUTIE MARK CRUSADER COFFINS ARE NO LONGER NEEDED   Retrieve items. Carry on, even more cautious of your footing than before.   Move silently and retrieve everything. After that, examine our options. We're going to need to be extremely stealthy from now on. Now that we're past the ursa minor, the major can't be too much further in.   >You and Applebloom sneak back over to the lantern and rope. She grabs the lantern and you grab the rope, dragging its catch behind. Beyond the chasm, far back to the small bend, you see the red eyes again, though they blink and move back towards the cave entrance.   >Pressing forward, you light up another deep, dark passageway. The cave seems to get more humid as you come to a split. Seeing as you've been leading pretty well, the CMC leaves the choice of direction up to their promising new recruit; left or right?     Let's examine each direction. What do we smell, hear, see, etc?   >On the left, you hear nothing but the solemn echo of the caverns. The low, eerie noise seems to resonate from this direction.   >On the right, you smell a distinct moldy odor... and hear what seems to be running water.   Right.   left   Right.   Left paths just lead to trouble.     mmm   Maybe we should go left. There might be mushrooms with poisonous spores to the right. At least with the major, it's so much larger than us it might pay us little mind if we're sneaky.   Right   Right is always right!   >Scratching your chin briefly, you look above and notice the higher path continues on the right. You point down the right tunnel and continue onward. The CMC seem confident with your direction picking ability; so far, it hasn't led them to certain death.   >As you come upon the next room, the sound of rushing water becomes almost deafening. The lantern catches a rolling, cool mist in the room, making it hard to see ahead.   >You see a faint doorway way off in the distance... it looks like ponies may have built it.   >Suddenly, your torch goes out. The candle has melted completely.   Advance cautiously, have Applebloom keep that bat ready.   A pony door? Interesting. But proceed carefully. You never know when you'll hit that underground stream.   Light the next one I guess. I mean, you can't really see anything in complete darkness.   >You attempt to light your second candle, but the stompstarter clicks without producing a flame. The mist drowns out the fire.   >The room is dark, but there is a very faint light by the door. As you approach, the watery noise becomes louder. The CMC complain that they can't see anything; Applebloom starts prodding the air with her hoof.   >You throw your lasso'd crystal up ahead. Strangely, it seems to plummet through the floor. It feels like it's going to be yanked out of your mouth.   Pull it back out and examine the walls around the door.   Well, there's the river. Try and yank it back before it goes too far. Get the other three to help.   Yank back the rope. Proceed EXTREMELY slowly until one your hooves catches nothing but air. There must be a pit ahead.     Fuck, hologram floors?   Fuck, all those bad memories from Simon's Quest are coming back.   Anyways, try to use the crystal to determine which parts of the floor are safe as we walk towards the door.   >You pull your crystal back, noticing that it and the rope are soaked. You yell to the CMC to stop; you've found the river. Still unable to see anything but the faint door glowing up ahead, you begin casting your crystal out like a small floor detector.   >Applebloom nudges your flank as you explore the darkness with your rope. She sounds scared, looking back toward the entrance of this room.   Test the current.   Is it too strong to swim against?   What did she see? Check.   Ask her what's wrong.   Also, drink some cool water. We've been adventuring for hours now and need to keep ourselves hydrated.   >The current sounds absolutely thunderous. You can feel the spritz of the water below as it roars passed, smashing into the trench walls below.   >The mist pools around your ankles as thick as clouds.   >You turn your head back over your shoulder, noticing a pair of red, glowing eyes at the entrance. Sweetie Belle grabs for Applebloom's cracked bat, readying it in her mouth. Having only a smoke bomb for protection, Scootaloo decides to help you search the floor for the pit.   >She says that she thinks she found a path.   Trust the scoots and motion the CMC to follow her.   Examine the purported path while you still have time. You're being followed.   proceed cautiously down the path   Follow Scoot's lead. Test the path first though.   Tell the other crusaders not to look into the eyes and if all else fails, grab other each other and leap into the river ONLY AS A VERY LAST RESORT.   >You cautiously maneuver backwards towards Scoots barely audible voice. You gently bite onto Applebloom's tail. She bites on to Sweetie's as you back up, Scoots guiding you along. Suddenly, you feel your back leg plummet. Thankfully, because you were moving slow, you clip the side of the ledge.   >The girls in front of you are still backing up.   Slow and steady keeps us from dying. Make sure you test every step before putting weight down.   Keep progressing, slow and steady.   Tell them to stop. Tell them to move only when you're pulling; if they feel you slack, they should stop immediately.   Second This   >You flail your hooves into Applebloom's behind. She stops immediately, dropping Sweetie's tail. She asks what's wrong and you tell her that there's no path.   >Scootaloo immediately walks over to you, clearly standing on what seems to be a path. She says that you must have missed it somehow as she lifts you up. She places your rear over the path, though you fall through it. She feels that you're hanging on to the edge of the stony platform, the cold river water stinging your flank.   >Without much time to act, you need to formulate a gameplan.     Hmm, I guess the mist is thick enough for pegasi to walk on. My, this leaves us in a bit of a pickle. Survey the area for the red eyes. We have to know how much time we have and if it's possible to search for another path across.   Stupid pegasus.   Tell scoots you guys can't follow.   A restricted path? Sneaky stuff...   Check back. Don't make eye contact with anything that might be back there, but scan for the eyes.     Hey, idea. Maybe we can get rid of the cockatrice by using Scootaloo as bait. We'll tell her to keep her eyes shut and just stand on the mist. Once the cockatrice gets close enough, it'll fall into the stream and be swept away by the current.   Let's just pray it doesn't have darkvision.   I don't know if we should take that risk. I mean, getting rid of the cockatrice would be immensely helpful, but a lot could go wrong.   Ask the crusaders what they think.   Want to second, but that would surely attract the cockatrice...   >You ask Scoots to walk across the river pit and see if she can find actual solid ground. She walks a few feet over and kicks through some of the mist, feeling solid rock.   >She can't find anything to tie the rope to, however... it's too dark.   Oh. Dangit. Maybe through the door?   Scoots, find the far side, quick. And bring the rope.   >She leads the rope over to the door to check as you requested, but the door seems to be shut. She feels around, looking for anything to jam the crystal end into. She remarks that the rope seems to have snagged on something, but she can't see.   >The Cockatrice hisses as it cautiously approaches.   I think this is our only shot.   Tell Scoots to get the Cockathingie to go toward her, I don't think it will be able to realize what happened before being swept away   Tell Scootaloo to close her eyes and make a bunch of noise, preferably while she's standing on mist.   Ready the crystal. The cockatrice's stare might be disrupted by the crystalline structure. Or even better, reflected back.   >You tell Scoots to attract the Cockathingie over to her so that it'll fall into the river. Applebloom leads you and Sweetie Belle out of the way very slowly and cautiously, testing each step to make sure that they don't go tumbling into the rapids themselves.   >Scootaloo starts singing an 80's song she heard Dash singing at one point in time. The Cockatrice shuts its eyes and screeches. Scootaloo sounds likes she's moving around a bunch, though it's impossible to see her.   Huddle close and wait.   Keep it up.   Stay quiet, and hope for the best...   Pray to whatever god ponies hold dear that Sweetie doesn't give you away, and that it doesn't bump into you.   >The cockatrice seems to be getting very angry. You watch the red eyes march over to Scootaloo's position. Suddenly, they vanish from sight.   >To your side, in the chasm, you hear something smash into the rocky wall below. It's barely audible and only lasts a moment. Scootaloo is laughing hysterically.   Victory! Party gains EXP. Now, to find out what the rope was snagged on.   Cute Mark Crusader Cockatrice Crushers! Yayyyyy!   Let's retreat back to the fork in the path and see about relighting our lantern.   Stand still for a moment and tell Scootaloo to hush. Remember, the Ursa still lurks back there.   Did we make it to level two?   Did we get some pants to equip?     Did we gain a level?   Also, I guess we search around for other paths across the river, testing the water with our crystal.   >(You need 35 more experience points until you level up. At level up: Sweetie Belle will learn TELEPORT)   You're a dirty liar. Sweetie can't use magic.   >(Awww... ya got me.) (Do you guys have a plan for how to advance? I see relight lantern in previous room, keep testing floor...)   Tell scoots to examine the door carefully.   Find where the rope got caught. It could be the other half of the pathway.   I'm really thinking we should get a source of light and SAVE.   >Your immediate surroundings are nearly pitch black. You can hear and feel the roar of the mighty river flowing to your side and see the faint glow of a pony constructed doorway across the mist.   >You ask Scoots to go and look at the door. She agrees and starts prodding around the edges. She says that she feels several different buttons around the outside edge of the door... but can't see what they say or what they do.   >...should she press one?   No, tell her to examine the buttons, how many are there and do they say something?   No, we need to be able to see what we are doing. Why am I the only person that wants to relight the lantern?   Nope. Not without a light source so we can examine them first.   Maybe you could cover or wall off the stompstarter from the mist to get it to light. Then light the candle.   I don't recommend going back.   >You tell everyone that you should all go back a room, out of the mist, and relight the lantern. The CMC agrees, seeing as the room is currently pitch black and unnavigable.   >As you exit the room, soaking wet from the mist, you pull out your stompstarter. It's dripping wet.   FUUUUUUUUUUUUUUUUUUUUUUUU   Can we dry it off?   >You shake the stompstarter off to try and dry it. You don't have anything dry to wipe it off on and the stony floor doesn't seem to remove much water at all.   Yeah, well fuck you too.   Wipe it off on the Ursa Minor. It's dry, right?   Our none of our coats dry?   Wipe it on your saddlebag.   I vote we head back, light the lantern with our other candle, head back, and have scoots look at the door closer.   Then push a button.   >Your saddlebag is completely soaked, just like you. You can feel that your normally bouncy hair is stuck to your forehead and ears. The other girls look around for something dry, but can't seem to find anything to dry the little device off on.   >Sweetie Belle suggests that the Ursa Minor's coat is dry. If you're extremely careful, you might be able to get away with drying it off on the massive, scary bear.   >Scootaloo thinks it's ballsy, but agrees. Anything is better than complete darkness. Applebloom is aversive to the idea, thinking it to be far too dangerous.   NOTE: Always do the opposite of what Sweetie Belle says.   Head left, while still keeping an eye out for nasty beasties.   I thought we were in a position where we wouldn't be able to make it back to the Ursa Minor without crossing that chasm again.   But if we can make it back, then why the hell not.   Shall we chance one of the buttons then?   Let's not.   >You decide to go a little further back to the fork in the path. You still hear the echo of the river filling the cave with it's eerie voice. Soaking wet, the 4 of you are shivering cold as you head down this other path, completely surrounded by darkness. You cannot see your hoof in front of your face   Can we see the goop on the other end of the chasm near the bear?   Move forward. It's our only option. Better than chancing the buttons. Besides, the major will have a starry glow, so there's no risk of bumping into her accidentally.   Be sure to feel the ground in front of you for chasms.   Slow, calculated steps.   >The bear is actually sitting right in between the only normally navigable path and the chasm.  You'd probably be able to wipe the stompstarter off it's hind leg quick...REALLY quick...   >You continue into the darkness, unable to see anything. Each filly nibbles on the other's tail in order to keep themselves from getting lost.   It's either this or run into who knows what in the dark. I say we chance it. Just be ready to run.   ...We have no option, we're dead without light.     Fuck you OP, I know you're trying to trick us. That thing would tear us to shreds in seconds.   We head left. So far it's our best chance for survival.   Yeah, I don't want to risk angering the ursa.  Head down the other path.  Ask Sweetie if she can make light, any at all.   >You ask if, since Sweetie's a unicorn, if she can make her horn glow. She shakes her head; you can feel your tail pulled side to side as you lead on very carefully.   >You take very careful steps, but can feel the CMC pushing behind you ever so gently. The darkness seems to be scaring them a bit.   >You step on something mushy.   Let's back up, I don't want to get eaten by some sort of ooze.   Fine, we give. Lets dry the flamething on the bear   I was thinking we can get scoots, the agile one, to head over and get some of that goop on a stick or something for a really shitty torch.   >(What would you use for a stick? Since the Cockatrice is gone, this COULD be a viable option... if she can navigate across the chasm path without light.)   >(Also, do you guys really want to chance the ursa? You still could...)   Pick hoof up to nose   Smell hoof   What kind of mushy? Like, rotten fruit mushy or thick syrup mushy?   You really want us to risk drying our shit off with the ursa huh? Fine, but I demand that we get a free reload if it doesn't work.   Also, what did we step in? Bear shit? If it's a monster slime, then (I'll take a bad end to hear how the fillies are slowly consumed, in rich detail if possible).   >An extremely vulgar smell permeates your nostrils. You're on the verge of gagging, but definitely feel sick. You think you might have stepped on a rotten mushroom of some sort, but cannot see exactly what it is. You immediately start feeling ill.   >After nearly puking, you back up the filly train to where you think the fork in the path is. You can see the starry glow of the ursa off in the distance as you reconsider Sweetie Belle's plan.   >You hand Scootaloo the stompstarter, asking her to quickly dry it off on the massive bear. You try to control your urge to throw up.   >She runs up to the massive bear, carefully wiping the device against the bears coat. It doesn't seem to notice her at all. Scootaloo whispers through the darkness that she thinks she's got it dried off.   Welp, time to light that candle.   Get her back here fast and light up our lantern. We might need to double time it to the water in order to wash off our hoof.   Put some distance between you and the bear so the firestarter doesn't wake it. Also, take note of your health. We're probably fucked and inhaled some sort of lethal spore though.   >Scootaloo rushes over to the group. She throws the starter down and gives it a smash, kicking up a small flame. It lights the candle with ease as you put it back in the lantern.   >You see what you've stepped in. A fungus looking mold is rapidly spreading up your leg. Applebloom panics, saying that it's Moldrot; you need to wash it off immediately.   Run to river   Dip arm in river   Fuck, run back to the river. Wash it off, but tell someone else to hold onto our tail so the current doesn't carry us away.   Make sure the lantern door is shut and head for the river, quickly.   >The crusaders carry the light and get you to the river immediately. You can now see the raging rapids down below through the light of the covered lantern; they look far more treacherous than you imagined. There's a group of pointy rocks sticking up in the water. You see feathers stuck to the wall down stream; the water seems to be flushing out of a very small hole.   >You can't reach the water, but the spray is able to get some of the spore off.   Get Scootaloo to manipulate that mist a little bit. She's a pegasus; she should be able to do this sort of thing. Make it work a bit harder to get the rest of the mold off.   Look for small pools around, there has to be some.   Splash arm with water.   Tell someone to grab our tail and lower us so we can fully wash it off.   That thing sounds like a death sentence. Afterwards we can look at the door again.   If this doesn't work, then tie the rope around us like a harness and have the rest of them dunk us in the water.   >You search the floor for a small pool of water. You're lucky enough to see one small basin by the river's edge.   >Quickly, you scrub the remaining mushroom spores from your hoof. Though you still feel ill, the crawling mold is no longer scaling your leg.   >The room looks a lot more brilliant now that it is lit. you can see that the chasm has no safe connection point, but a pillar stands up across the room. It looks like it could fall at any moment.   Shove pillar over to create a bridge.   Check out the buttons on that door before you do anything else.   Team up with Applebloom and use your earth pony retard strength to knock it down and make a bridge.   >You ask Scootaloo to wander up to the buttons and see what they say. With torch in mouth, she looks at a series of seven different buttons arranged in the shape of the Orion constellation. Each one has an odd symbol on it, something that she can't describe.   >She asks you if you want her to try and press any of them or if she should wait until you can come over for a better look.   >NOTE: (The pillar is on the other side of the chasm)     See if there is another pool where we can wash our face off/wash out our nose.   We inhaled that stuff and now it's growing inside us.     Oh fuck, you're right.   Shit, might as well reload. Better to do it now than to die suddenly when we're almost done with the quest.   Tell Applebloom we're concerned, she seems to know a lot about it.   Get Scootaloo to walk the mists over to the other side of the chasm and rig the rope around the pillar. Then pull it down.   >(God, wouldn't that just be TERRIBLE if I were that cruel? How would you clean out your lungs?)   >Scootaloo nods, walking away from the buttons. You toss her a loop of the rope. In a flash, she ties a hokey knot around the pillar.   >She looks up to the ceiling, noticing that cracks run around the pillar's top. She lets you know about them before cinching the knot tight.   Go ahead and pull the pillar. We are not worried.   Grab rope with Applebloom, commence pulling.   I am wanting to believe you aren't this big an asshole, but I just can't.   Let's pull that pillar down.   >With the help of Applebloom and Sweetie Belle, the three of you are able to loose the pillar from its base and send it crashing down over the chasm. The ceiling above the pillar leaks profusely, dripping a thick, bluish goop. Scootaloo comments about how weird it is, but doesn't question it any further.   >Seeing a path, you instinctively follow it on over to get a good look at the door. The symbols look like nothing you've ever seen before... the each have different colored horseshoes upon them.   Push the green one.   Does the bluish goop appear harmless?   What colors are shown?   Fuck that, check out the blue goop and see if it forms into a predatory blob.   Other than that, I say to push the horseshoes in order from longest wavelength to shortest, like a rainbow.   >It pools up in the remainder of the pillar base. It doesn't glow, but you notice that it is turning the exposed pillar a yellowish color (from an off-white)   >There are seven colors; violet, orange, red, blue, yellow, indigo, and green.   Don't touch the liquid. Could be corrosive.   Great, so it's caustic. Let's push some buttons!   Assuming that pillar is some sort of marble, a yellow color would indicate high alkalinity. Stay the fuck away, that shit will fuck you up.   Push red, then orange, yellow, green, blue, violet. What other pattern could it be?   Push the buttons from red to purple, rainbow order.   Alphabetical?   could be reverse spectrum   The spectrum doesn't care what you call it, a certain wavelength will always be a certain color.   I still say regular spectrum.   >You push the buttons in the order of the rainbow. With a great quaking noise, you watch the door in front of you ooze a brilliant blue liquid. Smoke arises from the door only inches from your face.   Let's back up, get out from in front of the door, and see what happens.   Stand the fuck back.   oh god, it's a TRAP back off onto the bridge   Uhh, back away and hope the door melts.     Bridge has probably melted by now.   If the blue liquid keeps coming at us, we'll have to take our chances with the rapids.   >You stand back from the door and watch it ooze. Overhead, you hear what sounds like gears turning. As they do, the spot above the pillar starts to leak the deeper blue hue of liquid through the cracks. It starts to rapidly melt away the ceiling, causing more of the ooze to dribble down.   >The door seems to be melting, but so does everything else.   "WHO BUILDS THESE THINGS?"   Whelp, wait as long as possible before the ceiling collapses, then charge through the door before you get smothered in the stuff.   The bridge is fucked, and the river = death. So only way is forward.   As soon as enough of the door clears, jump through. Then, make a pony bridge across the doorway so that no one melts. Wiggle the bridge to see if it won't crumble instantly. It it holds, try to run across, better to get blue shit on our hooves than be drenched in the stuff.   If the bridge crumbles, tell everyone to hold onto each other and pray that we're luckier than our friend the cockatrice.   >”WHO BUILDS THESE THINGS!?” You let out a common sentiment among the CMC as you all seem to say this phrase at the exact same time.   >You watch the door sink into the ground, but a curtain of blue goop moves toward the doors rapidly. Scootaloo looks around and offers a way back; seeing that the bridge has fallen into the rapids, she stretches herself over the chasm, laying on the mist.   >She tells you all to run across her quick to safety. The water should keep the goo from getting you guys.   It's our only hope. Retreat across the chasm.   So no way but back, then. Over the Scootabridge, I guess.   Run over that flightless filly   I guess we do that.   Gently though.   She's going to sacrifice herself, huh?  If she dies I demand a reload.  No man left behind.   >You use Scootaloo as a bridge back across. One by one, you, Applebloom, and Sweetie Belle high tail it across Scoot's back and onto the safe side of the chasm. The ceiling finally fails, drenching the floor in the sticky, burning gel.   >Most of it washes into the river, splashing up into the mist. Ahead, through the melted door, you see an orb sitting on an altar.   Head back over scootaloser to get the orb, since the goop is gone.   Thank her for her assistance.   Pull her up and wait for the goop to disperse, then head back across.   Time to collect your prize!   BUT WAIT THERE MAY STILL BE TRAPS AHEAD so go slowly   >The floor is still drenched in the goop. The mist has taken on a glimmering blue shine as well... it hasn't reached you yet, but it is spreading.   Have Applebloom made a lasso, and ask if she can reach if from where you are.   You know what, fuck this. That orb probably has some sort of dark magic curse on it. It was hidden away and trapped beyond gallons of instant-dissolve gel. I hate to say it, but some things are best left forgotten. We found it, but there's a limit to how much we can risk.   Aww damn it, I don't suppose we can retreat and wait this out?   >You almost died 4-5 times just trying to prove yourself to the crusaders. Are you really going to just go home now?   What items do we have? Is there anything we can throw at the goop to kill it?   >(Applebloom still has apples and her bat) >(Sweetie Belle doesn't have anything left on her) >(Scootaloo has her smokebomb and cape) >(Raisin, you, have your rope and crystal, a lantern, and your firestarter)   How far away is that orb? Is it too far to lasso?   You know what, try lighting the goop on fire.   Other option is to take the crystal and see how it reacts to the goo.   I don't think you realize how deadly high-alkaline substances are. They dissolve you, fast and painfully. They leave permanent scars if they're not washed off immediately. One false move here and we'll be crusader soup.   >Unfortunately, as you look at the rope and the crystal orb, even if you could lasso it, you'd pull it through the goop and possibly destroy it.   >(You still have your lantern... if it IS flammable... well, you could find out by opening the guard on your flame)   Hey, that's right. We should hurry before the candle goes out.   But they reactive to a base, right? basic science. Maybe we can dissolve the stuff away   It'd have to be close-contact though in order to keep the candle lit... I'd rather not try   Is the goop still coming from the ceiling?   I still suggest seeing what the crystal does in contact with the goo.   high-alkaline IS basic. You need strong acids to neutralize it. Besides, it's probably magic anyway.   Also, we didn't check out the left path, maybe something there will help us   >(The goop isn't coming from the ceiling anymore, but you still can't access the orb. There's too much of this odd goop in the way).   >(I know I'm being a cock right now... Try throwing apples at it)   Apples are acidic. I was just about to suggest this.   Let's not throw apples at it.   Apples aren't THAT acidic. Even lemons have a pH of around 3-4.   This shit seems like pH 14. We'd need gallons of hydrochloric acid to do anything.,   But hey, let's listen to the DM. Chuck apples at it.   >In a fit of desperation, you take some of Applebloom's apples and start throwing them at the goop. Scootaloo and Sweetie Belle are confused while Applebloom is legitimately upset about it. As the delicious food gets absorbed into the goop, the stuff appears to turn into water and run off into the river channel.   >Your throwing has created a straight path to the orb chamber.   Apples are magic bitch, Lets get the orb Check for traps, first   Head into the room with the orb, using Scootaloo as a bridge again.   It's okay, I'm balls tired anyways. I don't usually stay up so late. Maybe we can save the second path for another time or just give us a quick summary after we finish. I am curious if it led to more than just instant death.   Anyways, walk cautiously down the center and claim thy prize!   >You use Scootaloo as a makeshift bridge again. You accidentally step on her head; she bops you for it when you're all on the other side of the chasm. You take care not to touch any of the extremely caustic jelly; you roll a few apples into the doorway to clear it up.   >Finally, after all of your questing, you've successfully found the mystic orb, the Orion Crystal, that Cheerilee was teaching about in class. The CMC marvel at the stormy sphere; it appears to contain a hurricane within it. All around on the floor are star patterns with Orion marked out in red.   >You keep your distance, all of you mesmerized by the intense crystal.   Let's check for traps, tell the others to be careful because there might be more goop waiting to fall on our heads.   Stare into crystal.   Obtain dark knowledge.   Look up. Look down. Look left. Look right.   >As you mention that you should keep your heads up, you see a clear floor above containing a mass amount of the goop overhead. There seems to be a small, pointy ended hammer connected by wires to the floor positioned right above the orb.   Investigate for triggers. Alternately, lasso the orb and drag it the fuck outta dodge.   Pull and Indy with our crystal. If not, then just see if you can activate the orb while on its pedestal.   >You get Applebloom to tie a lasso into the free end of your rope, but it doesn't look like it'll be of much help. The Orb is caged and secured to the altar; if you were standing right next to it, it's highly unlikely you'd be able to even physically touch it.   >The hammer has a spiky tip and seems to be pulled up toward the ceiling when triggered. Something must release a weight behind the wall and pull the hammer through the ceiling above, causing the alkaline goop to drip on down.   Let's also examine the floor, do we see anything that looks like pressure plates?   Does it look like we would be able to remove the hammer?   How sturdy does that hammer hinge look? It's been up there for a long time, hasn't it?   >The floor seems to be made entirely of pressure plates covered with constellations.   >The hammer doesn't look like it's held in by much, but dicking with it might cause it to activate. You mull over the thought of destroying it when you see Scootaloo reaching a hoof out towards one of the floor plates. She says that they might as well try to get to the orb.   STOP HER   Check for an Orion constellation plate   Push that one   STOP HER. Tailbite like Applejack   Stop that suicidal filly.   >You give Scootaloo an ol' fashion AJ tailbite and pull her back to safety. You mention that it's called Orion's Crystal, so keeping to Orion constellation plates would probably be safest.   >You reach out and push one. You watch the hammer up above wiggle a little bit and hear a click, but nothing happens. Push ALL the Orion buttons   Like a Twister game   Only easier   Fuck, I wish we had Twilight with us, there's probably some pattern to it all.   Orion is our best bet, but then again, he is the Hunter. What did he hunt? Pegasus?   I'm also tempted to suggest ursa major and ursa minor, but hey probably moved into this cave long after it was abandoned. Gently press on an orion plate I guess, but be ready to bolt.   Continue following the Orion tiles. In sequence. Don't skip any.   >As you creep along each Orion plate, Sweetie Belle follows close behind, mirroring your steps. She says that she can probably help with getting the orb off the altar.   >Each Orion plate causes a slightly more violent reaction with the hammer, followed by a click.   Worrisome, but this is our best course of action. Continue.   Tell Sweetie that it is your trial, she can help when you're finished. Besides, she'll probably think mistake Gemini for Orion and fuck everything up anyways   I'm getting a bad feeling, but let's continue.   >You continue along the Orion tiles, letting them lead you closer to the intricate orb altar. As you tap the last Orion tile, you see the hammer stress all the way back and start to hear a ticking noise. It continues as you step off the final tile. Sweetie follows you up the non-booby trapped ground to the altar face.   >You see a set of small holes evenly spaced and close together. Sweetie Belle scratches her chin, unsure of what could possibly go in any of these tiny holes.   >You have just a few apples left, but Applebloom is cheering you on from the doorway.   What are the holes shaped like? Pins? Spheres? Squares?   FUCK FUCK FUCK FUCK. The GEMSTONES FROM THAT GODDAMN JEWELRY BOX! I FUCKING KNEW IT.   Aww crud we are on a timer now. I bet we needed those gems from the start, didn't we?   It's there fucking gems from the beginning isn't it?   Well shit. Fuck me in the ass and call me a bitch.   Try inserting our crystal in one? There's no way it can be salvageable unless we're going down the left path. I bet Spike already found and ate them, the fat fuck.   um... try sticking the stems of the remaining apples in the holes   >In a last ditch effort, you take the apples you had remaining and try jamming the stems in the holes. Only one stem seems long enough to hit the switch in the bottom of one hole.   >Sweetie takes another look over the holes.   >"You know, a comb would fit perfectly in there, I bet."   Can Sweetie Bell fit her horn through any of the holes?   Now I remember why I HATED King's Quest.   ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff   Gee, that would have been good to know at the fucking beginning. Honestly who the hell picks a comb over useful utilities?   Maybe Rarity, but still.   Welp, game over folks! Because we failed to be pack-ratty enough, all our trials and tribulations were for naught! And once we bail, the hammer is gonna crack the ceiling, melting the orb and robbing us of our dark prophecies.   >(Well, not necessarily for naught. It's the journey, not the destination, that's important. You went through life endangering tribulations and proved yourself to the CMC. You're guaranteed to be an official member now; you made some awesome friends.   >Although, you may never be able to see your future...)     We still have to escape the blue shit and sneak back past the ursa.   And we got some XP from the cockatrice.   Well if we have proved ourselfs to them and can't use that stem to hit the switch, then let's GTFO.     Damn OP, you just went full Sierra.   Thank you, and fuck you.   >Realizing that there's no way to unlock the altar because you don't have a comb to use as the key, you jump down from the altar and shout 'RUN!!' The ticking just concludes; the hammer smashes into the ceiling up above. Sweetie runs through the door and follows you across the Scootabridge.   >You race towards the entrance of the cave, lantern in Scootaloo's mouth. As you run, you notice that the Ursa is gone; the path is open.   >As you round the corner to the entrance, a pair of crystal red eyes glimmer on the left wall. You ignore them, booking it toward the sunlight.   >You escape the dark, muggy Ursa cave. You're greeted by the creepy Everfree forest, though the rising sun lights your way back to Ponyville easily. The CMC laugh together with you as you tear off to Fluttershy's cottage, not believing the horrifically dangerous quest you just went on and barely survived.   >They formally invite you to be a CMC; for a little kid, you're a badass. To not be in their secret club would be an absolute shame.   >Raisin ended up making 3 new friends she held on to for life... though she always wonders, from that moment on...   >What would she have seen in that sphere?