Borgupine/floyd huggingface dataset:
> You jump off the Bridge
Throwing caution to the wind, you clamber up onto the parapet and leap off into space. A moment later you are plunged chest-deep into shockingly cold water. The current is not strong, however, and you quickly thrash your way over to a small ledge underneath the bridge, having suffered little worse than a ruined pair of slacks.
Above you, you can hear shouts from the villagers as they peer over the sides of the bridge. It's obvious they think you must been taken by the current and don't realize that you're hiding right beneath them. It looks like you've bought yourself a little time.
The ponderous stones of Whateley Bridge arch overhead, casting this little concrete ledge into deep shadow. At your feet, the dark waters lap quietly against the stones with a hollow, subterranean sound. Stone steps to the southeast lead back up to street level.
A small metal door, blotchy with rust, is set into the south bank of the river, underneath the bridge.
> You ring bell
Ding.
A moment later, the gaunt and fishy-eyed librarian emerges silently from the shadows behind the counter.
> Go west
There's only one way out, and that's where you came from.
You'd better get yourself out of this hole.
> You take the fluid
(putting the bottle of acid into the sport coat to make room)
Taken.
> You examine the timer
The timer is a small black box with two dials on one side, and a plus link on the other. The status dot is blue. Both the green and blue dials are set to 1; the timer's indicator is blank.
> You look at the southwest tower
The artists of the southwest tower spend their days asleep, but by night they gaze into the sky and draw celestial inspiration from their airy visions.
> You open the refrigerator
A light inside the refrigerator goes out as you open it.
Opening the refrigerator reveals a bottle and an earthworm.
The little beast is stirring restlessly. It looks as if it's about to wake up!
> You go north
The sink is so large it is actually physically impossible to enter the bathroom. Shoddy.
The sink is so large it is actually physically impossible to enter the bathroom. Shoddy.
> Go downwards
Darkness (at the bottom of a shaft)
You are at the bottom of the narrow shaft. On the floor is a heap of debris that cracks and crumbles under your feet. The air here has an unpleasant smell of decay.
> You examine the skeleton
You're not the first. Others have been tempted into this castle with sweet promises. Some come from poverty, some come from wealth, some come questing for admittance themselves. They hope to find what they can't find outside. All have an appetite, and most succumb.
> You put the skeleton on the mat
(first taking the skeleton)
Done.
> You go west
A ledge from the east ends here, and a tunnel leads north into the wall. There is a rather odd smokey odor in the warm air of the tunnel.
> Go south
You once again try to twist your way through the gap. As you contort yourself in, though, you notice that the Ziploc bag of ichor is caught on a particularly sharp edge of the rock. If you go any further, the bag will almost certainly tear in catastrophic fashion.
> You turn off field
The temple guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."
> You get the cube
Taken.
> You examine Phelps
Your first impression of Beauregard Phelps, when he arrived half an hour late at the airport to meet Aunt Caroline and you and bring you out here in the van, was that he was not just repulsive and creepy but truly evil. Nothing you've seen of him in the past couple of hours has changed that opinion. He's old and fat, with thick lips, a coarse complexion, and sparse hair as yellow as a dribble of tobacco juice, but it isn't just the way he looks. It's the way he smiles at you with those piggy little eyes - as though he's planning to eat you for supper, and looking forward to it.
There are sweat rings under his armpits, and his baggy pants are held up by suspenders. Ever since the van pulled into the motel, shortly after a greasy lunch at a filthy little diner on the state highway, Phelps has been sitting on the mangy couch on the porch, fanning himself, working a toothpick around in his mouth, and gazing out across the lawn like a king surveying his realm and finding it good.
Beauregard belches, and doesn't apologize.
> You put first candle in the middle left socket
You screw the first candle into the middle left socket.
With an abrupt pop, both candles flicker into brightness. You must have completed a circuit.
> You ask Lydia about the eternal Springs
"I'm really bored here," Lydia says. "I can never get very far from this spot, but sometimes I go peek into the cabins at night, when people are sleeping."
> Go east
This studio is the jewel of the station; a green-colored jewel, like an emerald, you suppose. The walls, floor, and ceiling are thickened and hollowed, covered with acoustic panels. The microphones hanging from the ceiling are vintage, from the golden era of broadcasting, when they made microphones right. You constructed the table in the center out of soft wood. The chairs, though, are just left over from the last tenants, years ago. The soundproof door to the west
leads to the hallway. The control room is to the east, but the technician is still reviewing the show before broadcast.
> You go south
You head south on Abalone...
A multi-level grocery store dominates the northeast corner, occupying the whole side of the block from here to Second. A windowless building, this one with a logo like a fork of lightning, is southeast. A shrouded establishment called "Gelatinous Cube" is southwest. On the final corner is a Starbucks.
A warning shriek sounds, almost inside your head -- it's the helmet. "OVERLOAD," a stupidly calm voice says. The SimulacCam splits right down the middle, along the line of your nose, and falls, shattering on the ground.
A coming screams across the sky.
All that you can see flickers into reverse video; even worse is the reverse audio, pure sound everywhere except for the globs of silence shrieked from innumerable mouths, your own one of these. The tongue cannot say what tastes and smells visit you. Your skin is crawling all over the ants. The round is world.
Sixteen years later you arise from catatonia to play a single game of ping pong against a silentious Native American. It is a moment that Oliver Sacks would have written touchingly about. But the moment does not last.
> Smell plant
All you can smell is that plant.
The lemur stares solemnly at you from out of the spiky bush.
> You go east
Stalagmites ascend from the floor. Stalactites descend from above. Fibrous bundles somewhat like cocoons are lumped together in masses, slowly sliding downward toward a dank chasm fringed with palpitating stalks.
An opening has been slashed into the intestinal lining.
The atmosphere is rank and stygian. The walls bulge with sacs and depressions.
> You take the book
You acquire the great contract book.
> You wait for a while
Time passes.
The western politician speaks: "Every nation has the right to manage its own affairs. We must jealously guard our sovereignty and safeguard the rights of our own citizens. What we're proposing here is not an alliance, or a merger, or even a friendship; it's simply a wary d??tente between independent powers. Neither of us is here because of naive goodwill or charity; we are both doing it because of our enlightened self-interest."
The western politician glances down at his podium. "Let me now outline how we can de-escalate tensions between our two nations."
The eastern politician and the unaligned politician stand nearby, listening with practiced politeness.
> You think about Keiko
Keiko is the oldest of your students. She's been held back twice now, not because she's stupid, but because the school isn't prepared to handle a kid with dyslexia. They're moving her up this year come hell or high water... or so you would have said, before the school was bombed. Right now, you don't even know who's alive, let alone who's graduating.
> Down
The only exit is south.
> Look around
You are in a small, enclosed cupola situated, by the look of the view through the dingy skylight over your head, on top of the roof of the house. The walls are covered with astrological and astronomical charts with equations and diagrams scribbled across them in crabbed, stilted handwriting. The only exit seems to be an oddly-angled corridor to the southeast.
Dominating the center of the room is a large mounted telescope, pointed almost straight up through the skylight.
> You hit the fifth brick with mallet
You carefully hit the fifth brick with your mallet. The resulting sound is hollow, but strangely high and volumeless, as if there was but a small lacuna behind it. You think the note played was 'G'.
> Go north
Via Terminalis, West Street
You drift through empty blood-vessel streets, a speck of white mingling with cobblestones ashen and black. In place of carriages and people, there are quarantine signs and body bags. The air rings with silence, and in it there is the foul creeping odor of something terrible afoot.
To the southeast, the Via Terminalis bridges the canal. A condemned block is visible to the north, and a footpath follows the canal to the south.
> You pull lever
You have to make a real effort to pull the lever down, but finally you can do it. The lever opened a sliding door in the side of the ship and started the robot that was hidden behind it.
> Go east
With only a little effort, you're able to shimmy through the window feet-first and thump down on the floor of the bathroom.
The tiny, cramped bathroom features a narrow shower stall, a minuscule, rust-stained sink above which is a cracked, flyspecked mirror, and a commode. The towels stacked on the rack are thin, frayed at the edges, and probably none too clean. The small square window is open, but it provides no view and not much light either, as a tree has grown up quite close to the outside wall.
The door to the cabin is in the east wall.
> You look at the camera
(the ID camera)
A battered but serviceable device, this is a high resolution holocamera used by the police for recording suspects" identities. It can either record to a local server if one is available, or to a standard Memory chip placed in its memory slot.. Although it was once chained down, the chain seems to have been cut; a broken piece hangs off the camera.
> You sit in the chair
Bloody hell! This has got to be the hardest chair I've ever sat in! I've only been here two seconds and my buttocks are as numb as a pair of frozen fishcakes!
The porridge level creeps steadily higher until finally it is up to my neck! Like quicksand it gradually sucks me under...
Oh, bollocks. I'm dead!
I have so far scored 78 out of a possible 100, in 417 turns.
Would I like to RESTART, RESTORE a saved game, give the FULL score for that game or QUIT?
> Go north
You make a break up the hallway -- only to come into view of two groups of guards, at once. Their pulse guns knock you sprawling before you can duck back.
*** You have been captured ***
-- glaring light...
[Hit any key.]
Interrogation Chamber (imprisoned in the chair)
You blink away memory. The dim room comes again into focus, and the man behind the desk.
"Well done." The man is applauding softly. "A heroic end to your shining tale; and in the large, an accurate one. But not precise. You fell into our hands without those fascinating tools you have been showing off all this time. And without the package, you understand, the one you found in my corridor ceiling. I am very curious to know what you did with those things."
...glaring light --
[Hit any key.]
Diagonal Branch
This bare stretch of hallway angles from the northwest to the east; another short hall leads south.
You throw yourself to a halt, nearly stumbling, as you hear footsteps approaching from the northwest... and then the guards behind you become audible as well. You duck around the southern corner and glance about desperately.
> You show the photographs to David
(first taking the faded photographs from the burlap sack)
David does not appear interested.
> Go east
Mall, First Level, West Edge
The area is free from the wreckage. Gibs, though is just standing up, completely motionless, facing the inky blackness that shrouds the Food Court from here. Casey is nowhere to be found.
Barnaby's Big Gulp drink, a pleather purse, some socks, Gibs's lacrosse stick, the aged text, the blue balloon, an urn, the garlic clove, the torch (broken), the ointment jar, a fluorescent light, a garbage can are here.
The phone is here.
Audrey and Gibs follow me.
> Examine tank
It holds a quantity of brandy, in which are suspended a number of small furry creatures - representatives of the local fauna - preserved for further study.
Predictably, the Phil's eyes water.
> Go south
You stand on a thin strip of black sand lining the shallow curve of a bay to the east. A few seabirds fly overhead, and various clumps of driftwood, seaweed, and other shore debris litter the shore, the only visible evidence of the recent storm. A steep tumble of volcanic rock looms over the beach to the west and south, blocking travel in all directions except into the forest to the north.
> Go downwards
You travel directly through the floor, and emerge on the other side...
There's a ring here, perched precariously at the top of the stairs.
You hear several voices in the distance saying things like "where did it go?" and "I think it went this way!" The trap door flies open, and the people all scramble through it down into the hall. The trap door swings shut once they're through.
> You ask Micky about the forest
Micky Blowtorch says, "Please don't talk about the trees all the time. It gets so boring."
> You go to the north
magazine, but let's say that you take advantage of a higher status than your rivals. The editorial office is at the sixteenth floor of the building. Westwards, the window gives you a great view of the city; near it there's the coffee dispenser and metal tables. Eastwards, it's Sammy's office; your office is somewhere to the north, and if you want to leave there's an elevator at the south.
Sammy is here.
You're one of the few journalists to have an office at the editorial office of "Tittle-Tattle Kettle"; the magazine hires copywriters and free-lance journalists, but you have your own office to write your articles. Nothing special about the room itself: all messed up, papers everywhere on the desk, your computer and a few chairs. It's your base camp, where you go to write your articles, to sort photos, to search information, in a nutshell: to do your job.
> Go south
You are in a 20-foot depression floored with bare dirt. Set into the dirt is a strong steel grate mounted in concrete. A dry streambed leads into the depression.
> You examine the bowl
It's a bowl made from a twice-fused skull of an emutant. Aside from being tactless and ugly, it is smeared with unidentified grey remains of a second dinner.
Inside the bowl is a substance scanner.
> You attack the woman with the dagger
I try to enter the fray, but Peyton pushes me back. "Nicky, run!"
But there must be something I can do!
Peyton drives his sabre into the heart of one of the molten warriors. Unexpectedly, it sprays out great gouts of blood before batting Peyton away. The wound in the molten metal reseals.
> You talk to Celine
Celine smiles to see you, convincing gladness, desperate eyes. You exchange the usual greetings, the usual enquiries, and, as ever, she thanks you for coming to see her, as if it is a kind and wonderful thing and not a terrible strain for both of you. You tell her silly stories of the colour of the October leaves and how much you're looking forward to the blossom trees. She listens, and laughs, and pretends.
> Go west
A wide expanse of uneven pavestones lies open to the sky, bordered on all sides by the leaning, steep-roofed architecture that looms over everything in this city. The municipal courthouse stands at the south end of the square, next to the mouth of a dark, narrow alley to the southwest. Avenues to the west and east lead back into the cramped and ingrown streets, while to the north lies Whateley Bridge.
In the center of the square, rising from a circular lawn of unhealthy-looking grass and weeds, stands a strange, stone obelisk. It seems to be a monument of some sort, although you can see no plaque or marker anywhere near it.
The cold wind blows harder, tugging at the hem of your trenchcoat.
> You read the envelope
Quite plain.
> You show pipe to Philip
"Hey! That's the pipe I lost!"
Philip mumbles something about not being able to find his pipe.
Tate looks to the south.
> You fix the accelerator
To what?
> You look in the cabinet
The filing cabinet contains a spindle.
> You examine the structure
Now that it's visible, the fortress doesn't look nearly as mysterious, though it certainly still looks quite solid. Basically, it's more or less a large bunker, made of the same indestructible polymer that constituted the cat-alien's research station. The fortress doors have been smashed open.
> About yourself
Later, water again: the women washing your mother's body. A voice: "You're going to have to make a decision. What do you want to do now? The convent will take you, if you wish, or you could go into service..."
But you buried your face, and the decisions were made on your behalf.
Then you come back to yourself, your face still wet.
> You show the photographs to Tyrone
(first taking the faded photographs from the burlap sack)
"Hello, Tyrone," you say.
"Hello again," he says. "How you gettin' along, now?"
Tyrone takes the snapshots from you and thumbs through them before handing them back. "Them's old, real old," he says. "Mr. Beauregard, he ain't changed much, has he? They's one other that hasn't, neither. I see her sometimes, on a moonlit night."
> You look at the plate
A featureless, dull black rectangle is embedded in the wall beside the laboratory door.
> You open the xbox
I should really avoid opening the box, mostly because I don't want to lose anything that comes with it, but partly because lifting this monster in its entirety makes me feel like a real man.
It's really cold in here.
> You open the bag
You open the black bag.
Inside you see a brown bottle and a blue bottle.
> You look around
Your footsteps echo hollowly in the dimly-lit and cavernous hall. Benches line the floor, their rows skewed slightly to focus on the desk at the north end. A clock is set in the wall in plain view of the desk. The south third of the room is covered by a balcony, reducing the height of the hall from two stories to one. A small door to the east and two large doors to the south stand ajar. To one side of the two doors is a light switch.
Bubbles is wandering around, sniffing at things.
> You put the precipitate on the pedestal
After the reddish substance glugs out of the bottle and onto the pedestal, you spread it out with the flat edge of the bottle.
[You get 20 punk points for that.]
Satisfied with your night's work, you toss the bottle and head off for home.
The following Monday, you note the blackened pedestal with satisfaction, and the Path is abuzz with the mystery. "I saw it in the office," Stuart was saying gleefully. "Only the head is left, the rest of the statue is totally trashed. They had a crane lower it and then BOOM!"
"You think someone blew up the Pope?" says one of the older boys. "Naw. You'd need a remote control or something. They probably just dropped it."
"Actually, you wouldn't need a remote," you say. "If you spread a large enough quantity of, say, ammonium triiodide and let it dry..." you say, trailing off. When you notice you have everyone's attention, you grin. "That's just hypothetical, of course."
> Look around
At a crossing of paths (on the ladder)
This is where the paths crossing the island meet. There's not much here besides some grass and some assorted shrubbery.
Elizabeth hides herself under her wide sun hat. Every time
you look at her, she's just then turning away.
There is a raft of ducks here. They seem preoccupied with
their own internal politics and haven't any attention to spare for you.
here.
south
east
west (to Climbing a narrow stair)
> You look at your surroundings
You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.
The cupboard is open and bare.
The rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.
The place is still too dim, except the corner where the desk lamp is somehow too bright.
Your luggage is piled untidily by the door. A potted hyacinth sits beneath the window.
On the desk are your to-do list and a travel book.
> Go down
You descend...
Lungs
The terminus of the respiratory system. A thousand dead ends, holes, alveoli -- they greet you like blood-choked eye sockets.
alveoli -- they greet you like blood-choked eye sockets.Something is wrong here.
wrong here.The pattern of decay isn't consistent with an airborne pathogen. If the disease were transmitted by air or aether, it would attack from the alveoli inward. Here, it looks like the infection spread outward, from the blood vessels into the lungs.
spread outward, from the blood vessels into the lungs.Further
on, you see the cast-off tethers of Doctor Arturus's animus still lingering in the aetheric weave. But the skeins are fragmented, somehow. Different from the textbooks.
> You go west
Motionless robots litter the deck. Even deactivated, they're still imposing.
I can also see an orange striped lever here.
> Pet monkey
You can't touch the monkey. He is too far away!
> Go southeast
The data transmissions are still detectable from the west. This area is filled with all kinds of electrical devices and what seems like motors.
> You examine the small book
The left-hand page shows a drawing of a magnifying glass. The right-hand page is written in an odd foreign language. It says, "Lipu mazorv poppa varsh diron pip trochent las grokoko. Rigo ducki plup VOLLIN las TROFF; rigo zips pip BUCKOR."
> You examine the plate
It is a somewhat dented silver dish. One side returns a distorted but clear image of the holder.
> You climb down
Two massive oak trees which flank the cracked sidewalk dominate the front of the church. The facade of the church itself rises beyond them, its steeple silhouetted against the sky. The storm lashes at its faded white facade, almost as if the storm is trying to wash the church clean; something you somehow realize will take more than mere water to accomplish. To the north, a sidewalk leads to the front of the church. A weed-choked driveway runs to the northeast and down a hill to the south, and a muddy path leads around the church to the northwest.
The church and steeple loom to the north, the open window frames seeming to stare with judgment upon anyone standing before it.
The heavy chain stretches from one of the oak trees and around the corner of the church to the northeast.
The broken length of railing is propped up against the side of the oak tree.
> You press the green dial
The green dial lights as you press it. The timer's indicator flashes to 5.
> Go west
The curving steps to the apron are to the North, and the audience to the East.
There is a solid steel fire door built into the West wall.
> Go west
The river's in the way, and foxes can't swim.
The lemur stares solemnly at you from out of the spiky bush.
> Inventory
Your enchanted sword luckily strikes the Troll and slays it...You are carrying:
an ancient, enchanted sword
a small burning candle stub (providing light)
a box of matches
a green glass bottle
a brown hessian sack containing:
a brass lamp
some banana skins
a booklet
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a large cardboard box
a pewter mug
a reed flute