Borgupine/floyd huggingface dataset:
> You leave
I can't go that way. I can go south to the mall back hallway.
> You dig the ditch
You glance at the ditch and instantly dismiss it as unimportant.
> You look at what you're carrying with you
You are carrying:
a Battlebase episode guide
a small brass key
a wedding programme
> Go south
You're on the sandy shore of the lake. A road heads east towards the village, and another runs north along the edge of the lake. Looking south, you can see an open iron gate leading into the Witchville Cemetery.
Misty Island, its outline shrouded in fog, is visible far across the water.
You can see a narrow pit near the edge of the lake.
The vulture hovers in the sky high overhead.
> You read the sign
This highway sign reads ALAMOGORDO 23. Its steel post appears to have been twisted and deformed by some incredible force, so much so that you can't tell where the sign originally stood.
> You chase jack south
You have to chase Jack in a few circles before you're able to get him to run south. You follow close behind him -
You're in a part of the park that gets less sun because the trees make a web of dark overhead.
Paths go north and south to less shady places.
There's a big puddle of mud here.
Jack skids to a halt.
The big girl is here, leaning on a tree and counting aloud.
"Ninety-six," says the big girl.
> Look around
You are in a cave that is completely blocked by a large boulder to the West. The ground below has a fresh cavity where you fell from the hatch far above.
The guy is standing by your side
> Shoot portrait
Take that, you contemptible coward! There, I've shot that stupid moustache off his stupid face. Serves him right.
> You drop the stool
Dropped.
> Wait
Time passes...
You close the last twenty feet to the gate. The guard on your right releases your arm to go talk to the gate-keeper. The other guard clamps down painfully on your left arm. The scene around you seems to blur; is it just your eyes tearing up from the pain? You feel an all-too-familiar tingling sensation along your scalp, and the world comes into focus again.
> You take the white piece of the paper
I only understood you as far as wanting to take EGB 4/20/78.
> Go south
I can't go in that direction, but I can move north, west, up, down and out.
The Big Bad Wolf taps his foot impatiently.
> You move lining
That would accomplish very little.
> You go to the north
I'm in a small but electrically intensive area. I can detect three variable potentiometers on a small console.
The first dial is set to 90, the second dial is set to 45, and the third dial is set to 70.
> Disconnect radio
You disconnect the blast tab, and take the radio module as it turns black again. The key transmitter turns black as well.
> You trade the pager to the packrat
The packrat carefully inspects the PAGER that you offer, then somehow stuffs it into a tiny crack in the wall. He darts toward the wall himself, pausing only long enough to throw a small object back to you, then vanishes.
You've reached the roof over the wings. The hot sun makes you neck prickly. You see the top of an air shaft with a ladder leading down. There is a double-hung casement window in the wall to the West.
There is nice E flat valve trumpet
> You wear the dresses
(first taking the selection of dresses)
No point in taking the entire armload of gowns. You'd only get them damaged, and you can hardly afford to replace them.
> Assail godzilla
By Huron's seven sonic saprophytes, a blow to be remembered! You scored 52 points of damage!
GUNWAR shouts "That's it, lad! Give 'em what-for!"
The SLAVER KING pauses to regard you, glaring at you with eyes like phasic hellfire and stomping in agitation.
> Go west
A long path, walled in by literature, goes from west to east. All
around you are bookshelves, packed with books.
> You touch clown
The clown reaches out and takes your hand, the merry-go-round's tinkly music swells, and you're spun out of the upstairs bedroom into that other place.
Vague many-colored blobs of light float gently around you on all sides, and there are no shadows here. It's like being trapped inside a great big lava lamp, except that you can hear an off-key brass band oom-pahing not far away. The painted clown from the abandoned nursery, now no longer painted but quite real, is standing in front of you, gazing down at you with either pity or wry amusement (it's hard to tell which).
> You examine it
This strongbox is made of metal, and is a foot across in each dimension. It is covered in rust and dented in a few places. A tattered label on the lid reads "Laura Bryant Collection." You pried the box open with a crowbar you borrowed from a friend after failed attempts at picking the lock. The metal around the latch is twisted out of shape.
This strongbox is made of metal, and is a foot across in each dimension. It is covered in rust and dented in a few places. A tattered label on the lid reads "Laura Bryant Collection." You pried the box open with a crowbar you borrowed from a friend after failed attempts at picking the lock. The metal around the latch is twisted out of shape.
> Go east
Your path is blocked by a towering bank of chugging machinery.
> You look at the kiosk
Nice kiosk.
> You go to the northeast
This store has a peculiar array of items for sale, although the shelves are largely empty now. Hard times all round, you suppose. Curious-looking rocks and crystals can be had at various prices, and there are a few pieces of basic archer's equipment for sale as well. A sign notes that the archery equipment is on clearance.
The proprietor-- the eponymous Merchant Guy, you presume-- sits behind the counter, eyeing you with thinly-veiled suspicion.
On the counter are a polished piece of labradorite, a small crystal ball and a bismuth crystal.
On the shelves are a glass prism, a calcite prism, a magnifying glass lens and a jar of silica.
Beside the counter is a basket for archery supplies. Inside it you see a short arrow, an archer's arm-guard and a bow.
> You go to the north
The monkey trails faithfully along behind.
The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.
The monkey is crouching at your feet.
> Go east
Corridor Boundary (in dimness)
The corridor angles here, and crosses a boundary of some sort as it does. A few strides down the southeast branch, a dotted red line crosses the floor. You can retreat from the boundary to the west.
You're about to run out of options -- the intersection to the
southeast is occupied. The guards there are not moving. They're watching in both directions, with their backs to a closed metal door. They don't seem to have seen you; you slide deeper into the shadows nonetheless.
> You wait
Time passes.
McGinnity begins his delivery. When he comes to a set position, you notice he's got his index and middle fingers together, a little off-center. The ball starts high and outside, then drops vertically, with what appears to be forward spin.
> You examine the horse
It's as stiff as a board. One for the glue factory I'm afraid. And to think this noble beast died whilst trying to steal a peice of cheese.
> You learn the funyun
Using your best study habits, you commit the funyun spell to memory.
> Go south
You're on the north shore of Lake Draounheer, at the southern edge
of the infamous Damsogee Swamp. This is unexplored territory now; you've left the safety of the Forest of Radeekal for dangerous and uncharted wilderness. Perhaps a wiser man would turn back now - but you are a Valley Warrior, and know no fear. Mist swirls at the water's edge, and reeds bend in the cold, damp breeze. Two paths lead into the swamp, one due north, the other northwest. The path is surprisingly well-traveled; small footprints lead north.
You see a rowboat, an oar, a brass lamp, a bronze ring, a sword, a
thin wand, a small leather pouch, a pair of erasers, a wine bottle, a soft pretzel, a spade, a handful of radberries, and a trowel here.
> You examine the roadblock
"Road Block," says the sign. That's a road block, all right.
> You examine the endoscope
An intricate assembly of lenses mounted on adjustable orichalcum rods. It can be inserted into cadavers to examine their internal pathways, and may be useful for inspecting other crevices of a similar nature.
> Leave
Identical passageways open to the east, west, north, and south.
You almost trip over a bunch of handcuffs and manacles tangled together.
> You examine the cable
You see six coiled lengths of network cable. The cable is plugged into Socket WS3.
> Author's end notes
Please give one of the answers above.
Sherlock: The Riddle of the Crown Jewels
Copyright 1987 Infocom, Inc.
221-B Baker Street
You are standing in the spill of a gas streetlight outside Holmes's house. The street disappears into the fog to the north and south. The door to the house is to the west.
You have come in response to an urgent summons from your old landlady, Mrs Hudson. As the fog swirls around you, you huddle into your coat and shiver in the predawn chill.
> You go to the north
Miss Muriel's Cabin (on the bicycle)
The road fades into grass and weeds as it reaches this lonely cabin,
in the heart of the woods.
At the side of the building is an overgrown bed of flowers.
A set of tarnished wind chimes hangs over the entrance.
EXITS: SOUTH INSIDE
> Go south
The gate's closed, which is a pity since we could probably steal a lot of nice stuff if we could get into the throne room or the king's bedroom. But the castle's sealed up while the treasurer tries to figure out where the king's wandered off to, and I'm not going to attempt to peck my way through the giant wooden doors. There's a window above me leading to the room your body is in. There's farmland to the west, and Big Street is north.
My hanging-out tree is here.
> You open the bottle
It takes a surprisingly strong effort to open the bottle. Finally it opens with a shhhhoop sound. In an instant, the sea-green smoke is drawn into the bottle with a whhhhhhhip; then it closes again with a ffffoomp.
> You open it
You open the snuffbox, revealing a quantity of snuff.
> Go northeast
(first opening the door to the Afterlife)
This is a small and cluttered antique and curiosity shop. Many items have a strange familiarity to them, yet you feel like you are in an entirely different dimension.
You knew a place like this would have to come into existence. Clearly, artifacts from this store can be used as information seeds for virtual reality reincarnation of their previous owners or individuals to whom they are symbolically connected. Perhaps items that need to leave ordinary reality could do so here as well.
Colette is standing behind the counter.
You can also see an Animal Tarot deck here.
Colette greets you with 'Just the person I was waiting for! It's the funniest thing, someone gave me a gift to give to you, they said you might need it.' Colette holds up a large lens mounted on a tripodal base carved from antlers. 'Try to look through it, its quite unusual.' Colette maintains a poker face as she hands you the lens. You peer through the curved glass.
Through the viewer lens you see...Ritual spot
Past the edge of the city, a short path leads away from the road to a small ring of boulders. It feels like a perfect place for performing a ceremony or ritual. The road continues northeast.
In the Ritual spot you can see a Remote Lens.
> You talk to the head
Generally, it's best to talk to living things.
> You wear it
Okay, you're now wearing the red parachute.
The pitch of the plane is making it very hard for you to do anything. Your rendezvous with Earth is fast approaching.
> Go east
Old leather chairs surround a central area where you see a large table has been set up. Atop this table is a map of the city shown from an aerial viewpoint. Gathered around the table are a group of elderly men.
"Ah, so good of you come here, Miss Charles," says an elderly gentleman seated in an armchair at the table. "We've been waiting for you."
You glance around uneasily. None of the people here can be younger than eighty, but there's nothing frail about them. They have the look of old money and old power.
"Who are you are what do you want with me?" you ask.
"My name is Carl Mountbatten. I meld." He gestures to the others in the room. "We all meld, but none to quite the extent that you
do. We want to recruit you, Miss Charles, for a little job. We also want to talk to you about Tanya." He smiles. "Yes, your sister. She isn't dead and, with your help, we can rescue her."
Press a key...
The introduction to 'Meld' has finished. Feel free to check out how well you did with the 'stats' command.
> You examine the chariot
Alky's chariot is a sporty little thing, with flashy gilded inlays and a low, sleek profile. The reins hang in tatters from their anchoring ring, somewhat limiting the chariot's top speed.
> 2
How can you put this politely? "I'm sorry, but I don't think I feel comfortable accepting a naked devil-lady as an element of my psychology."
She rolls her eyes. "You're being really literal about this, Normal Hina."
"You're a succubus! You're trying to tell me all my problems are about being repressed, and if I embrace my sexuality that'll somehow fix everything."
Nega-Hina drags her claws down over her face. "Oh my gosh, that's not what's going on here at all."
"Well, maybe you could explain what really is going on here."
"Gladly! That's what I'm actually here for anyway, is to friggin' explain things..."
1: "What is this place?"
2: Ask about one of the places you've been.
3: Ask about what is going on in general.
4: What am I even supposed to be doing here?
5: Stop talking to Nega-Hina.
> You examine Mortar
The interior of the Mortar & the grinding Surface of the Pestle are covered in a foul blue Substance.
> You examine the corpse
The woman impaled on the white spike is dressed as you imagine a nurse might have been in the seventies, with a button-down skirt that must once have been clean white. Her face, frozen in a look of wide-eyed shock, indicates asian-american heritage and youth.
> Go east
Extremely spacious. It is its best with a half-dozen servants in livery. The floor is Italian marble.
The main staircase ascends to the corridor on the second floor, and a smaller version leads down into the dim basement. Doors also open north and northeast.
An old gothic door framed in stone leads west.
A sad heap of used yellow brocade huddles on the floor here.
On the wall is one of those mechanical clocks that pop open on the hour, allowing the ingenious internal figures out to play.
The cuckoo clock ticks sullenly.
> You go west
Solid crystal blocks your path.
> Look around
The ice of the Cocytean piedmont is pitted and rotten, riddled with moulins of befouled meltwater. For the most part the caves are unstable, but they don't tend to change too much over winter. This one is large enough to serve as temporary depot, but small and twisty enough to keep it hidden.
The imposing bulk of the Iron Quagga takes up much of the space here.
> You look at the sticks
The wooden sticks are almost your height, sharpened to a point at one end and the other stuck into the floor surrounding the altar, like funeral lilies.
A thin fluid begins to leak from the metal discs, and the smell of the room markedly increases.
> Go north
The foyer widens out to the East and South.
An old vending machine stands against the wall
The guy is standing by your side
Licking his dry lips, the guy again reminds you that he is thirsty.
The East end of the Lobby opens to the foyer. You see the courtesy area to the North and a doorway to the South.
The guy is standing by your side
You are at the lobby courtesy area. The auditorium is to the North. The well-appointed courtesy desk stands by the wall.
There is a wooden chest
The guy is standing by your side
You are now in a middle-ish aisle in the audience area.
The guy is standing by your side
> You turn on tool
The nozzle at the end of the cylinder emits a faint beam of light, as narrow as a single hair. Then, the base of the nozzle emits a few sparks, and the beam pulses several times. The beam dissapears, replaced by a broader, pulsating blade of light, extending only a few inches out from the nozzle.
> You climb it
You haul yourself up onto the rope, bringing your whole weight to bear. It holds for about three seconds -- then there is a sharp snap from above you and a muffled clank. The rope falls, spilling you to the floor amidst an untidy tangle of coils.
> You look at the spider
She can't quite see what it looks like as long as it's trapped inside the lamp. She'll have to free it somehow.
> You ask Tyrone about the wasps
"I keep meanin' to clean out that ole wasp nest," Tyrone says. "Send the lady guests off runnin' and screamin', they see a wasp. If we had any guests 'round here, that is. You-all pretty much the biggest batch we seen all year."
> You examine the prey
The creature does not look small, even from up here, even half-unformed by canyon shadows. It prowls across a wide ledge across the canyon and below your level. You do not think it knows you are here.
> You examine the strap
The strap looks like it can be opened.
> Wait
Time passes.
The magpie hops up and flies off to the south.
> Onp
You set the wand to orange-brown-purple.
The chicken broth starts to bubble.
> Go east
The bridge creaks as you cross it, and sways a bit.
A slope descends to the noisy stream to the west. The old wooden bridge which spans it leans comfortably against the bank at your feet. To the east rises the flank of the hill, shining in the afternoon sunlight; two usable trails lead up around it, to the south and the northeast.
> You ask Ash about the belts
Ashleigh says, "I don't know much about that."
With a disgusted shake of his head, Carl moves to the radio and begins calling for help.
Ashleigh, on the other hand, watches Bill for a few seconds before moving to him and slapping him for all she's worth. Bill stops completely: he has no idea how to react.
"Listen here, you pompous ass," Ash hisses at him, "none of us are particularly happy right now. But you're not helping. Stop it."
After a long few seconds of staring, Bill turns and pours himself another whiskey.
> You read the books
Your eye picks out a volume titled, "The Discoveries of Tycho Brahe, Volume II" by Francis M. Grant and R. M. McKellen.
> You look at the opening
A small hole in the south wall.
> Smell mist
Cardamom. Or is it coriander?
> You search barrel
You root through the trash, tossing aside ice cream wrappers and soft drink cups. Aha! You find a pair of plastic swim goggles, which you take.
> You check your inventory
You are carrying a dinner plate, some iron bars, some nail scissors, and an encyclopedia and wearing nothing.
Also, your adventuring clothes, a flux capacitor, and a makeshift searchlight are on the floor.
> You take the cards
With some difficulty, you fish the set of cards out of the outlet grate. Taken.
> You go downwards
Making sure that no one is watching, you hop the railing and scramble down the bluff side as carefully as you can.
Super-Secret Entrance to Carver's Cave
You're much of the way down the bluff here. The shrub that normally covers up the secret entrance is gone. A jagged boulder is in its place. There's only a narrow crack leading into the bluff side now. You can also head further up and down the bluff.
> Go northwest
Both the playground and its adjacent schoolhouse to the south lie vacant and deserted. The bare, hard-packed rectangle of earth, despite a few faint chalk marks, shows no evidence that children may have once played here--or might ever play here again.
The lane ends its westward progress at the schoolhouse door. At the southern end of the school, a magnificent stone steeple towers above the village roofs. To see the clock from where you now stand, you must tilt your head back and point your chin at the sky. To the southeast, a gentle slope leads to a hilltop covered with wild grass.
> You look at the keyhole
A keyhole in a fitted brass plate. There is an ornate key in the keyhole, pushed in from the other side.
The cuckoo clock ticks sullenly.
> You go west
You're in a lounge room. It's well furnished for relaxing. There are exits to the east and west.
You can see a macaw, a lounge and a coffee table here.
> You throw the water at Raccdaha
(the small water sack at raccdaha)
the small water sack flies through the air but misses totally. The creature takes a step towards her and she quickly sidesteps to avoid a shower of crimson sparks.
"What should I do?"
Raccdaha is staring into the polished surface, oblivious.
> You look at the toilet
A plain vanilla toilet, having a water tank and bowl. Nothing to write home about. The toilet seat is down, but the cover is raised.
A plunger stands next to the toilet, between it and the shower.
RETRO ASSEMBLY -> DIAGNOSTIC : TRUE
From the direction of the living room, you hear Rover entertaining himself.
> You go west
Rather annoyingly, Anna trails along behind you like a guilty conscience.
The guests gather in clumps along the western periphery of the courtyard, under the glow of the hanging lamps. Of particular note is the more scholarly crowd, milling about restlessly since the departure of the Rabbi. The rest of the courtyard is to east and southeast.
Mary of Bethany hovers on the periphery, largely ignored by the learned men.
You can also see Little Orphan Anna, Joshua and Lazarus of Bethany here.
You hear the guests chattering on: "...saved the bridge, though if you ask me he should never have wandered off in the first place...."
> Wait
FC: Time passes...
WALDO INTERRUPT: Internal mapping indicates arrival at the Sloping Corridor.
> Look around
The Phil is in the main room of the Spotted Dog, now the village's only inn. The room is dominated by an enormous fireplace in which a fire was burning - it has recently gone out - although it seems the chimney doesn't draw very well, because the air is full of smoke. Through the haze, the Phil can see  a bar, and four or five rough tables and benches. There is no-one sitting at them, though. The floor is strewn with mouldy rushes. A large pot of stew hangs over the ashes of the fire, still bubbling slightly.
Standing stoutly behind the bar is Bardolph the Innkeeper.
The Phil can also see a violin and a bow here.
Bardolph starts laughing at some private joke. The Phil hopes it isn't him.
> Go east
You make your way east. As you do, you feel an electrical impulse course through you. You find yourself in...
The room is dominated by a large, complicated-looking machine in its center.
> Go downwards
You sit at the edge, turn, catch, and hang full-length against the wall. There ought to be a foothold...
Well, perhaps not. You slam into the ledge and lean into stone, face and belly, trying not to slide any farther.
After a moment you retake your balance, and turn. This ledge is barely two feet wide at most. You try not to feel like it's angled slightly outward. The pit stretches above and below you; but you can see no way to climb from here, either way.
A gentle arc hangs across the pit, well above your head.
> You go to the north
Your progress is halted by porous rock walls.
> You examine shed
The small wooden shed might be for storage, or it might be some sort of stall. Either way it's a crude wooden structure with a plain wooden door.
The dog leaps up on the table and snatches the parsnip. Then it drops back down and starts chewing it.
> You examine the drink
It's sixty-four ounces of refreshing lime cola in a cup that looks like a chalice. The 128 ounce version of this drink is called the 'Supreme Maw Thrust' and even though it's a better deal it doesn't get purchased much by many Mall denizens.
> You ask Arjang about the poetry book
"Due to this map and a dozen more works I cannot look into new comissions. That's what idle artisans are for, don't you think?"
> You go west
You are on the pavement outside the Nytemare Video Plaza, one of a chain of stores which has moved into Fairhaven recently. The window is full of movie posters, and a door leads in to the northwest. Beech Avenue runs off to the south, and Elm Street to the east of here.