(If you haven't already, make sure you've read Part 1 and Part 2.)
When we last left our hero, he was wandering out of the Bow Wow Wonderland after receiving valuable insight from the illustrious High Chief. Our hero takes the High Chief's words to heart and goes back to the Afro Lair, knowing he will need help in the battle for his city.
Setting: The Afro Lair. The Afro Lair is party central, highlighted by afro-wearing eccentrics. There are frequent funky musical performances, video arcades, and a high-end bar where the locals gather to swap LPs of George Clinton and Bootsy Collins.
Scene 1: Our hero meets with Mama 'Fro, the Snowman, and the rest of the Afro-Squad. He tells them about the plight of the city and the High Chief's first piece of lyrical advice. Mama 'Fro instructs the Snowman to join our hero on his journey. Before they go, she gives them a month's supply of Pudding Snack Packs and the Motts.
Scene 2: After eating all the Motts and the Pudding Snack Packs, the Afro-Squad meet the Smooth Savant of the Teleprompter. The Smooth Savant tells the Afro-Squad that in order to save the city, they have to rescue the 'Fro Child, who is being held captive by the Killer Cardinal. Our hero recalls the second lyric of advice given by the High Chief. The Smooth Savant also tells the Afro-Squad that the only way to kill the Killer Cardinal is to destroy it as they would a Highlander.
Setting: The Castle of the Killer Cardinal. The Killer Cardinal is a very social animal and is hanging out in his lounge.
Scene 3: The Afro-Squad sneak into Killer Cardinal's Lounge. Our hero ambushes the Killer Cardinal while the Killer Cardinal is socializing with its human cohorts. Lacking a sword, our hero decides to bite the head off of the bird a la Ozzy Osbourne, nullifying the Killer Cardinal's ability to counterattack.
Meanwhile, the Snowman rescues the 'Fro Child.
Setting: The City.
Scene 4: The Afro-Squad celebrate their victory. They call the mayor to announce their accomplishment and begin to set up a parade in their own honor.
Setting: The Afro Lair.
Scene 5: The party is interrupted by the Wise Word Wizard. The Wise Word Wizard tells the Afro-Squad that their work is not done and the city is still in danger. The Killer Cardinal's mother has kidnapped the Underwater Singing Princess and is threatening to destroy the city. Our hero remembers the final lyric of the High Chief. The Wise Word Wizard instructs the Afro-Squad on how to confront the ever-dangerous Mother of the Killer Cardinal.
Setting: A boat in the river outside of the city. The boat is on course to the Mother of the Killer Cardinal's Headquarters and Gaming Resort, one of the top casinos on the eastern seaboard.
Scene 6: Our hero meets a band of jolly travelers on the boat. The travelers recognize our hero and ask him for his autograph. Our hero tries to tell them about the princess, but they are too busy reveling in their revelry. Meanwhile, the Snowman is below deck indulging in spirits and Nestle Quik.
Setting: A dock connected to the Mother of the Killer Cardinal's Headquarters and Gaming Resort.
Scene 7: Alerted to their presence by super high-powered binoculars, the Mother of the Killer Cardinal dispatches The Man to capture the Afro-Squad. Although our hero escapes, the Snowman is not as lucky and is captured.
Scene 8: After eluding The Man, our hero engages in an epic life and death battle with the Mother of the Killer Cardinal. Instinctively, the Mother uses her Cardinal Fighting Style, highlighted by its vicious pecking attacks. Our hero, also trained in the avian attack arts, uses the Eagle Fighting Style. In an grueling duel, our hero is victorious.
Setting: Deep in bowels of the Mother of the Killer Cardinal's Headquarters and Gaming Resort. The Snowman has been taken to Cell Block 1138, in a cell adjacent to the Underwater Singing Princess. The cells are the same as those in an Indonesian blue collar prison.
Scene 9: Our hero frees the Underwater Singing Princess and the Snowman. Before they leave, the Underwater Singing Princess tells a joke because she likes jokes.
"What do you call someone puts prisoners to death but then quickly leaves?"
"An Exit-cutioner."
The Afro-Squad and the Underwater Singing Princess laugh.
Setting: The City.
Scene 10: Our hero has finally saved the city. The tourist invasion is gone, the 'Fro Child is safe, and the Princess has gone back to singing songs underwater. All is right in the world. Until next time.
The End
When we last left our hero, he was wandering out of the Bow Wow Wonderland after receiving valuable insight from the illustrious High Chief. Our hero takes the High Chief's words to heart and goes back to the Afro Lair, knowing he will need help in the battle for his city.
Setting: The Afro Lair. The Afro Lair is party central, highlighted by afro-wearing eccentrics. There are frequent funky musical performances, video arcades, and a high-end bar where the locals gather to swap LPs of George Clinton and Bootsy Collins.
Scene 1: Our hero meets with Mama 'Fro, the Snowman, and the rest of the Afro-Squad. He tells them about the plight of the city and the High Chief's first piece of lyrical advice. Mama 'Fro instructs the Snowman to join our hero on his journey. Before they go, she gives them a month's supply of Pudding Snack Packs and the Motts.
Scene 2: After eating all the Motts and the Pudding Snack Packs, the Afro-Squad meet the Smooth Savant of the Teleprompter. The Smooth Savant tells the Afro-Squad that in order to save the city, they have to rescue the 'Fro Child, who is being held captive by the Killer Cardinal. Our hero recalls the second lyric of advice given by the High Chief. The Smooth Savant also tells the Afro-Squad that the only way to kill the Killer Cardinal is to destroy it as they would a Highlander.
Setting: The Castle of the Killer Cardinal. The Killer Cardinal is a very social animal and is hanging out in his lounge.
Scene 3: The Afro-Squad sneak into Killer Cardinal's Lounge. Our hero ambushes the Killer Cardinal while the Killer Cardinal is socializing with its human cohorts. Lacking a sword, our hero decides to bite the head off of the bird a la Ozzy Osbourne, nullifying the Killer Cardinal's ability to counterattack.
Meanwhile, the Snowman rescues the 'Fro Child.
Setting: The City.
Scene 4: The Afro-Squad celebrate their victory. They call the mayor to announce their accomplishment and begin to set up a parade in their own honor.
Setting: The Afro Lair.
Scene 5: The party is interrupted by the Wise Word Wizard. The Wise Word Wizard tells the Afro-Squad that their work is not done and the city is still in danger. The Killer Cardinal's mother has kidnapped the Underwater Singing Princess and is threatening to destroy the city. Our hero remembers the final lyric of the High Chief. The Wise Word Wizard instructs the Afro-Squad on how to confront the ever-dangerous Mother of the Killer Cardinal.
Setting: A boat in the river outside of the city. The boat is on course to the Mother of the Killer Cardinal's Headquarters and Gaming Resort, one of the top casinos on the eastern seaboard.
Scene 6: Our hero meets a band of jolly travelers on the boat. The travelers recognize our hero and ask him for his autograph. Our hero tries to tell them about the princess, but they are too busy reveling in their revelry. Meanwhile, the Snowman is below deck indulging in spirits and Nestle Quik.
Setting: A dock connected to the Mother of the Killer Cardinal's Headquarters and Gaming Resort.
Scene 7: Alerted to their presence by super high-powered binoculars, the Mother of the Killer Cardinal dispatches The Man to capture the Afro-Squad. Although our hero escapes, the Snowman is not as lucky and is captured.
Scene 8: After eluding The Man, our hero engages in an epic life and death battle with the Mother of the Killer Cardinal. Instinctively, the Mother uses her Cardinal Fighting Style, highlighted by its vicious pecking attacks. Our hero, also trained in the avian attack arts, uses the Eagle Fighting Style. In an grueling duel, our hero is victorious.
Setting: Deep in bowels of the Mother of the Killer Cardinal's Headquarters and Gaming Resort. The Snowman has been taken to Cell Block 1138, in a cell adjacent to the Underwater Singing Princess. The cells are the same as those in an Indonesian blue collar prison.
Scene 9: Our hero frees the Underwater Singing Princess and the Snowman. Before they leave, the Underwater Singing Princess tells a joke because she likes jokes.
"What do you call someone puts prisoners to death but then quickly leaves?"
"An Exit-cutioner."
The Afro-Squad and the Underwater Singing Princess laugh.
Setting: The City.
Scene 10: Our hero has finally saved the city. The tourist invasion is gone, the 'Fro Child is safe, and the Princess has gone back to singing songs underwater. All is right in the world. Until next time.
The End