Scorpion's Tale
Plundered Hearts
WARNING! This article contains spoilers. Avert your eyes!

Scorpia's Regular hint column visits the Spanish Main in Plundered Hearts.
Ah yes, it's that time of year again, when desperate shoppers crowd department stores, snowflakes dance on bitter north winds, and the strains of "Plover the River and Frotz the Woods", "Dorn-beasts Roasting on an Open Fire", and "I'm Dreaming of a Dark Cavern"â fill the air. So, step right in, settle down by the fireplace, and feel free to sing along. Just walk carefully past the Christmas Tree Monster in the corner (quite harmless on an individual basis and he does brighten up the place with his swishing tinsel and blinking lights) and don't let Fred's traditional shrunkenhead garland on the wall upset you; he gets terribly sentimental during this season. Of course, if you really prefer warmer climes, I have just the place for you: a delightful little resort in the Caribbean, called St. Sinistra.
Right up front, I'll tell you that when I heard Infocom was putting out a gak romance adventure, my stomach did flip-flops. This is not to say that romance doesn't have a place, just that its place is not in adventure games. I'm very strong-minded about such things (there are those who would say prejudiced, but of course we aren't going to listen to them). Fortunately, Plundered Hearts turned out to be not so bad as I expected. The romantic interludes are few and far between (whew!), and the game overall has some neat, if not too difficult, puzzles. The piracy part, however, is just a bit of gloss, as most of the action takes place on land rather than on the Spanish Main.
In a departure from more typical Infocoms, your character is definitely female. You get no choice here. Still, considering that the lady you portray gets to do most of the rescuing and derring-do in the game, it hardly matters (in fact, you don't have to get very far into the game to realize that the whole thing is really an inverted spoof of traditional romances).
So here you are, on a ship out from London and bound for St. Sinistra in the Caribbean. The name alone should make you think twice, But your dear father is ill and only the sight of his beloved daughter can turn the tide ... or so you've been told.

Of course, the whole thing is a dastardly plot, invented by the notorious Jean Lafond, governor of St. Sinistra, who wants nothing more than to get his hot little hands on you. Luckily, before the ship arrives in port, it is attacked by a pirate vessel commanded by the equally-notorious Falcon (Nicholas to his friends).
Nicky sweeps you off to his own ship, allowing you the exclusive use of his cabin, as well as giving you a letter from your father. This missive tells you that Nicky, at least, is trustworthy and a gentleman, whereas Lafond isn't. Believe it.
Daddy dear is actually in the clutches of the perfidious Lafond (which is French for "the bottom;" how appropriate), and Nicky and his pirate friends are off to attempt a rescue. Well, that's what they think, anyway. In reality, it's you who will be doing most of the rescuing here.
Nicky takes off to attend a ball given by the villain, thoughtfully leaving you behind for safety. Naturally, no heroine worthy of the name is going to accept that! So, quick as a wink, you slip out the door where you find a wardrobe that contains clothing more suitable for your upcoming adventures, namely a cabin boy's outfit (no one ever notices the reticule attached to your wrist; perhaps such things are standard gear for cabin boys).
It doesn't take long before you realize that the stairs going up lead to a locked door you can't open (at least, not from this side) and the stairs going down lead to the hold (which also has no exits you can open from this side).
This is rather a ticklish situation, since in the hold you notice that a slow fuse is burning its way towards the kegs of gunpowder stored inside a wire cage. The results of the gunpowder being set off do not bear thinking about.
What to do? I suggest finding a way topside as soon as possible, because there's another nasty situation up there, as well. The ship's anchor has been cut, and the vessel is drifting towards the reefs (this is known as being between a rock and a hard place).
Fortunately, stopping the ship is fairly easy. Simply explore all the top decks for the proper method. There is time for this, because that fuse below is a slow one and the reefs are the more immediate threat (Imagine, a shipload of experienced sailors and not one notices the ship is drifting...).
Now, you can concentrate on averting the explosion. Obviously, you have to put out the fire somehow. The lock on the gate can't be picked, and there's no way you can climb over. Examine that gate carefully, however, and you'll see there's a space at the top. Perhaps, that will give you some ideas. Don't be afraid to sacrifice some old clothes for a good cause.
With the ship now saved from treachery (obviously, Lafond must have had a spy in the crew), you have some time to go through it more thoroughly, picking up all sorts of interesting little items. A chat with Cooky (the ship's cook, of course) would not be amiss.
Ok, time to head for shore. Too bad you can't swim, and no skiffs are available (I guess Nicky took the only one). Still, there is a means of reaching the island, if you're not too picky about your accommodations. Splash!
In no time at all, you reach the lagoon near Lafond's house. Before trying to get inside (front door NOT recommended!), check the exterior carefully. At this point, you have pretty much two choices: go to the ball first and then, rescue Daddy or rescue Daddy first, and then, go to the ball. It doesn't matter which order you go for, as both activities must be completed before you can get further into the game.
Since you're a well-brought-up young lady (which explains why you're running around in men's clothing and doing men's work ... grin), you'll probably want to rescue Daddy first.
Everyone knows that libraries have secret passages in them (especially libraries in works of romantic fiction!), so you may want to start there. Lafond is a tricky rascal, though, and discovering the mechanism may take some thinking. Don't overlook anything in the room! Try to overcome your good manners and handle things freely. These are desperate times.
Opening the secret passage isn't the only problem. Part of the way along in the nether regions is a crocodile. He is obviously not a pleasant fellow, but there are two ways of dealing with him. One is the fast and daring way that will have him seeing red, and the other is the more genteel method of pleasant dreams. Either one will get you safely past Mr. Jaws.
Daddy won't stick around very long after you get him out. This is just as well, since you have a ball to attend. Of course, you know how to manage that, right? I mean, you did find the gown and you do have the invitation, yes? (If no, shame on you...always look before you throw!!)
In the ballroom, Nicky will dance with you and tell you that so far, he hasn't had much luck finding the dungeon where Daddy was being held (not surprising, if all he's been doing is spending his time here). You can tell him about Daddy if you like.

Your next partner will not be so enchanting: Lafond himself, in person. At last, you get to meet the foul dog behind all this intrigue! It's best not to mention that Daddy isn't down below any more. Just let Lafond have his say, which includes an invitation (or perhaps, an order) to meet him later for a private little supper in his private chambers.
Shortly afterwards, there is a commotion! Nicky is being dragged off by the guards! Tch, how careless of him! Of course we know where he'll end up, but that will have to wait for now, because the butler comes by to tell you that Lafond is expecting you upstairs in his room. Your instincts may be against it, but you really should go. Don't worry, virtue will be triumphant (we hope).
He sure does have a fancy little hideaway, doesn't he? This, of course, is in the great tradition of all egotistical and grandiose villains (there aren't any other kinds), and he talks that way, too.
But what's this? The door slams open! Nicky, wielding a rapier, bursts into the room! Is rescue at hand? Alas no, the dear boy barely manages a few words before Lafond's minions bonk him on the head and drag him off again (in the great tradition of all heroes, Nicky has a hard head, which is probably the only thing that's kept him alive for so long).
Now, it's just you and Lafond. How marvelous. At the moment, his back is turned, and you may wish to try a little underhanded action of your own. Just don't go for the too obvious. Hmmm, that didn't seem to work as expected. Ah well, such is life. Yet, all may not be lost. Although Lafond is hot to trot, I'll bet you can spice things up even more. You could even say a little pinch wouldn't hurt.
Whew! You have managed to save yourself from A Fate Worse Than Death, but the results are only temporary and I wouldn't stick around here if I were you. Besides, there's Nicky down below, waiting for you to rescue him. Before you rush off, though, don't forget the window!
Down in the dungeons again, you find more than just a crocodile in your way. Andy Crulley, the nasty traitor, is tormenting a helpless Nicky with a whip (the standard weapon of all bad guys). Oops! He just noticed you! Well, just don't stand there, defend yourself! Nicky is counting on you and besides, a trip down the hole is definitely one way. "Take that, you blackguard!" you say, "and that!" "Curses, foiled again!" you expect him to respond.
With Andy out of the way for now, freeing Nicky from his chains (and, incidentally, bringing him back to the land of the wide-awake) is simple. Unfortunately, he takes himself far too seriously as a hero (or perhaps he's just embarrassed by his performance so far) and has thoughts for nothing else but sticking it to Lafond. Before you can say, "Sail ho!", Nicky rushes off once more.
Being a little brighter than Nicky, you probably realize that in his shape, he couldn't take on a mosquito, much less one of the best swordsmen going. Looks like you'll just have to haul his ummmmm, posterior out of the fire again.
You arrive just in time, too. Nicky and the Big L are having it out in the ballroom and our boy is not doing too well. An unkind person might even say he's losing. In fact, he just slipped up and is lying flat on the floor with Lafond over him, poised for the death stroke.
Is this the end of our Nicky? Will the nefarious Lafond prevail? Will the spunky heroine, after all, suffer the dreaded Fate Worse Than Death?
Gee, I sure hope not! All that will come to pass, however, unless you move and move very fast indeed. Just think of the quickest way to get from the balcony to the ballroom. That should do it. Geronimo! (A little anachronistic and certainly not ladylike, but these are desperate times).
Ok! Maybe now you'll be able to get off this island in one piece. Don't bet on it. Daddy is forcibly restraining Nicky from giving Lafond what he deserves (the skunk is out cold on the floor), and urging everyone to leave. Everyone does (Ever notice how you're always being left behind? Makes you wonder, doesn't it?).
So, you hop it after them and no sooner do you reach the cove and the skiff, than who should appear but (you guessed it!) Lafond, with Andy and a bunch of guards in tow. The Big Moment has arrived! The Final Showdown is about to start! Tension! Excitement! Romance!
Yes, even at this penultimate moment, there is some of that romance popping up again. Actually, Nicky just wants to know whether or not you love him. Awww, go on, give the poor slob a break. He certainly needs all the help he can get (as if you didn't know that by now, or even much earlier).
Fortified by your professed love, Nicky puts on a dazzling show of swordsmanship! (How he manages this miracle, given everything that has already happened, especially his inept showing only minutes earlier, will go unremarked).
Nevertheless, even as Lafond is finally skewered once and for all, the scurrilous Crulley is hastily loading his pistol for a potshot at Our Hero. Yes, you're going to have to do it one more time (woman's work is never done . . .).
At last! It's all over! Daddy is free! Nicky is still alive! You have avoided A Fate Worse Than Death! and as the stars twinkle in the dark Caribbean sky, you and Nicky set sail in the Helena Louise (Nicky's ship) for the New World, America in the 1600's (patriotic music swells in the background) . . . hard manual labor ... unfriendly Indians . . . a pack of squalling brats ... (pssst! Hey Cooky, what say we dump this twit overboard, take command of the ship, and go beat on some Spanish treasure galleons? ...).
Well (taking a peek at the old invisible clock on the wall), I'll leave you now to get on with your own festivities of the season. Before you rush off to do that last-minute shopping, though, remember that if you need help with an adventure game, you can reach me in the following ways: on Delphi, visit the GameSIG (under the Groups and Clubs menu); on GEnie, stop by the Games Round- Table (type: Scorpia to reach the Games RT); on The Source, send Smail to ST1030; by US Mail (and I say this every time, and still there are people who don't believe me: if you live in the United States, you MUST enclose a self-addressed, stamped envelope to get a reply!): Scorpia, PO Box 338, Gracie Station, New York, NY 10028.
Until next time, happy adventuring!
Copyright 1987 by Scorpia, all rights reserved.
â Note: "Dornbeasts Roasting on An Open Fire", "Plover the River and Frotz the Woods", and "I'm Dreaming of A Dark Cavern" are copyright 1987 by Infocom, Inc, and may be found, along with other seasonal favorites, in Beyond Zork, which, just by the merest coincidence, is reviewed elsewhere in this issue.

This article appeared in
Computer Gaming World
Dec 1987
These historical, out-of-print articles and literary works have been GNUSTOed onto InvisiClues.org for academic and research purposes.