Borgupine/floyd huggingface dataset:
> E,D,S,W
Tower, Mid-level
A midpoint in the tower, with doorways east and west, lit from above. The south wall is occupied by a deep niche, in which is a statue of a young man in the Greek mode.
The walls have been sheathed with a variety of fine materials, all exceptionally costly: sheets of beaten gold, squares of lapis lazuli, placards of ruby and adamant.
Tower, Bottom
You stand at the bottom of a stone tower. Doorways open in each of the cardinal directions, except for the north; there, a spacious niche contains the statue of a woman, skillfully executed in white marble.
The center of the room is occupied by a spiral staircase, but one made of such slender and delicate supports that it obscures neither light nor view.
The silvery door to the south stands open.
A straight white light comes through the hole in the ceiling, but it is soon after twisted and bent: mirrors cast it from angle to angle; crystal divides it; glass stains it.
East and west, low corridors lead into shadow.
The silvery door to the north stands open.
A long, vaulted room, lined with cages of filigree and jewels. All of the animals are motionless and still, perhaps through the art of a taxidermist. In one cage is an elephant, so short that he reaches only to your knee; you easily could lift him under one arm and carry him away. In another cage, a giant mouse lies, curled as though slumbering, his paws folded in the semblance of prayer.
Mounted on a swivel on the wall is what looks like an irregular hourglass, one bulb larger than the other. There is no sand within -- nor could there be, since the contraption is open at each end. At the moment the smaller end is uppermost.
> You talk to the butler
"Mr. Jameson, I think this might be the beginning of a beautiful business relationship."
He laughs heartily. "Please, call me Allan. It's really been a pleasure talking to you, Douglas. I am so glad I decided to visit you, instead of going with one of the other people. They were all so glum and cynical."
"The pleasure is entirely mine," you say with a smile. "Now, shall we go see the Baron?"
"Of course. Follow me."
The stately mansion of the Baron von Bülow looms in front of you,
like
a sleeping giant. Light seeps out from a single window on the second floor to the right; all the others are dark. Two large mahogany doors guard the entrance to the north. The path to the south leads to the gate, away from the mansion.
"Here we are, sir," says Jameson. "If you will just follow me."
He opens the doors and disappears into the mansion.
> You go to the east
You're getting to that point in your life where all the server rooms start to look the same. And it looks like we also have the F9 server.
> You wait
Time passes.
X emerges from the restroom and heads this way. She sits down beside you. "Hi. How are you doing?" she asks with a pensive look on her face. Her voice has the faintest of Russian accents.
> You ask Nivanen about Argbaan
"I didn't quite expect the Argbaan herself to be here. Lady Atossa is mostly listening as the others do the talking."
> You get the royal arrow
Just as you are about to take the arrow, the crossbow wiggles out of your grip. It hangs hovering in the air for a moment.Then it flies away and lands on the table.
> You examine the furniture
The main items are some chairs and a table. They all seem to have
been made by a joiner who put solidity a long way ahead of elegance.
> You go west
That heads into the woods. You shouldn't be heading in that
direction.
> Go west
You are at the western end of the coal mine. A metal chute leads downward.
A troglodyte trundles in and dumps a load of coal into the chute.
You feel the vilstu potion beginning to wear off, and the air here seems pretty unbreathable.
> You look at your surroundings
Anything you do, you will have to do by touch.
> You examine bats
The bats cluster on the ceiling... maybe cluster is the term?... crawling over one another, packed more than cheek to jowl, but also claw to face. They look... hungry. Hungry for meat. Your meat. Better not attract their attention.
> You ask the boys about the gap
"Hello again," you say, trying to sound cheerful. "I'm back."
"Was she gone?" the smaller boy says. "I din't notice."
The larger boy sticks a finger in his ear and twirls it around, wrinkling his face in concentration. "You hear a skeeter?" he says.
"I thought I heard some buzzin'."
> You break the web with the broom
With a single sweep of the broom, you clear the spider web away.
> You look around
This must be the children's bedroom. The bed is smaller than the one in the master bedroom, its bright coverlet providing one of the few feeble splashes of color in what must have been, for most of its history, a joylessly Puritan household. A small vanity table occupies the opposite wall, and in the corner under the window stands an ancient crib. The only exit is to the north.
A child's jewelry box sits on the corner of the vanity, its lid open.
The bed has been pushed away from the wall slightly, revealing a ragged hole in the paneling.
> You talk to Ivan
Ivan doesn't react when he sees you. He's too distraught to play his charming smarmy role as the 'great three-card magician' anymore. Hunched over like some dejected maiden in a cheap romance, weeping with a handkerchief for his lost love. Except it's not a romance. It's a tragedy, and this dejected maiden has been jilted and won't recover until the grave takes him.
"I'd ask what happened here," you say, "but I already know. You're Ivan the Imposter like I always said. A conman. Hustler. Ne'er-do-well. And now you're exposed. Everyone ran for the hills just like they should've from the start."
"Oh, you don't even know the half," Ivan sniffles. "Lady Gascogne herself… she was here… and when I said she had a seven of hearts,
she
had a deuce of diamonds!"
His wailing overwhelms him. He's a poor worthless blubbering wreck.
> You go south
Your bedroom is fairly barren. You have a bed and a window. The floor is bare of carpet. You have put up a poster to hide some dents on one wall. A door leads north.
On the bed is a blanket.
You feel a presence in the room.
> You examine Sheryl
Her clothes look like they have been chosen in order to make sure that she isn't lost in the crowd during the wedding: a shocking pink suit is topped by a large (some would say overgrown) matching hat. She is wringing her hands and seems to be murmuring "oh my oh my".
> Blow
What do you want to blow?
> You tie the yarn to the slippers
It's much too tangled.
> Inventory
You are carrying a crystal ball, a water pistol, a bismuth crystal, a jar, a leather arm guard, an optical prism, a bow and arrow charm, and a lump of labradorite. You're wearing some black slacks, some slick shoes, a bowtie, a top hat, and a tux. The jar contains silica beads.
> You go south
The game is up. You turn to run, but already the men are on your heels...
There is no time to run. Heavy boots on the cobblestones; hands lunging toward you -- they are everywhere, grabbing you from every side, immobilizing you. Someone's huge, calloused paw closes around your windpipe and starts to squeeze. Just before you black out, you can feel yourself being lifted off your feet...
> Go southeast
Thinking you can dig up some information on the happenings around here, you make your way to the. . .
This old building houses the only newspaper in Silver City; The Silver City Press. The room was designed with activity in mind however, the place is nearly deserted. Half a dozen desks are placed around the room. Telephones, typewriters, a coffee percolator, and a fan are the trappings of this bastion of free speech. The door to the outside is to the northwest and in the corner, you can see a staircase leading down.
It's very warm in here.
> You look at the menu
The day's specials are listed on it. Banana-bacon sandwiches, avocado omelettes, fish sticks with cream sauce and set dressing.
> You open the oven
You open the oven. Inside you see:
a rock hard biscuit
"A loaf of bread, please!" requests the green robed citizen.
Heat blasts from the open oven into the bakery.
> You wear the cape
(first taking the golden cape)
Okay, you're now wearing the golden cape.
> Look around
A grand room, for dining in style. The plastered ceiling is several times your height. The air now is cool and deep, the sunlight glancing through the windows and scattering from the chandelier, putting points of light at your feet, over the table, across the painted wallpaper and the handsome wood paneling.
Woodworked columns frame the exits west and southwest.
Heavy double doors open east to the kitchen.
> You go east
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.
Michael strolls along after you.
> You drop all
burlap sack: Dropped.
teaspoon: Dropped.
fat white candle: Dropped.
> Close chest
You wipe your hands. Your job is done. All you have to do now is sit on your chair in your booth and listen, and when you deal
three cards out for a trick (which you most certainly will) then you'll hear Ivan's grandmother mumbling predictions in your head, just like she's mumbling now: "…ten of diamonds… three of diamonds…
nine of
diamonds…"
> Go south
This is a white, tiled bathroom with the appropriate fixtures (toilet, sink, tub) all in Victorian style, of course. The pipes are visible up the walls from the fixtures and a mirror is set in the wall above the sink. The only door is to the north.
You can see a membership card here.
> You go east
Before you can move, a buzzer begins sounding up and down the halls. Moments later, you hear guards running in your direction.
-- 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.
"Yes, the wonderful scan-scrambler. But, as I said earlier, it cannot be miraculous. The high-sensitivity webs around Security could be fooled; but the scrambler's presence would leave eddies. Glitches, you understand. More than a few of those in a handful of seconds, and the watchdogs get suspicious. As you showed me -- the alarms would ring." He raises an eyebrow. "In fact, you couldn't have made it up the corridor with the scrambler active. Let's just take it as read that it wasn't."
...glaring light --
[Hit any key.]
Security Annex
This is the end of a short hallway, which runs southwest back to the main corridor. Three large doorways open to the north, east, and south.
> You give the decree to Mayor
The mayor, finally convinced of the worthiness of the decree, breaks into a broad smile and slaps you endearingly on the back, nearly causing whiplash. He grabs the scrap of paper and signs it perfunctorily. He leaves, happily.
> You carry valerie
** Library error 10 (0,0) **
You are *pissed*. Someone's been messing with you, and you know exactly who it was. *How* they did it, you don't know, but that's the first thing on your mind this morning. Find evil scum, tell evil scum off. Then, get some work done.
On the computer is a MUD window. You are logged onto ifMUD.
> You enter the shaft
Entering the shaft with all the heat and light is certain suicide.
> Go north
While considerably better than your children's rooms, your room is also a little bit on the messy side. There is a king-size bed here with mountains of assorted pillows. A masterfully finished dresser graces the south wall. To the south is the hallway and a bathroom is off to the west.
The black cat runs into the room and rubs up against your legs.
Mark and Kati run into the room, see you, and run away giggling.
> You show the insect to the woman
The woman recommends you cease your yammering.
> Go north
Congratulations!
> Things to try
Silly things to try
History of the game
List of influences
Return
Congratulations!
> Things to try
Silly things to try
History of the game
List of influences
Return
The path you took through the game is only one of many possible. On a replay, you might want to try achieving some of these alternate outcomes:
Benj has several opportunities to escape the SubGenii. The easiest involves finding a non-obvious exit that the SubGenii have neglected to guard.
If Benj evades the SubGenii, you can exploit his misfortune to find a unique way through the trapped hallway at the Foundation.
Janet's capture significantly affects the rest of the game. You should try putting yourself in a position where Bian can't find you, then ensure she can't catch you later.
Bian got captured in Chapter 5; you could try to prevent this.
Congratulations!
> Things to try
Silly things to try
History of the game
List of influences
Return
Congratulations!
> Things to try
Silly things to try
History of the game
List of influences
Return
> 1
"Theseus be the finest name ever to grace a ship on the high seas," growls the pirate. "Lessen you can find a better unused name, I'm not budgin'."
[1] Right. A better ship name. Fine. I'll see what I can do.
> You give the cat to Rana
"Pesky cat. I had to put him out when I was attending to my customers."
> You take the snuffbox
(putting the swordstick into the sack to make room)
Taken.
> You take the bell
That's hardly portable.
> You put the glass in the light
(the magnifying glass in the light hole)
It's out of reach.
> You put vaccine in the box
You tuck the vaccine into the box.
A flash of memory: A long line of people standing, closer together than strangers ever stand. Holding hands, sometimes kissing. Everyone wears their sleeves rolled up, their upper arms bare. Out in the middle of the square, two old men in drag are dancing a tango. A ring of girls has gathered to watch.
Your mother stands beside you, periodically squeezing your elbow. "Your father would have loved this," she says each time. She does not sound wistful, just overwhelmingly glad.
Far off at the front of the line is a white pavilion with a blue-black logo stitched into the roof.
> You examine the wing
The frame is an intricate construction of small metal rods, to which the leather of the wings is attached with clips. In one place, however, a piece is missing, leaving the clips empty and the wing incomplete.
> You hit the padlock with the broom
You can't get in a good blow with the broom; you need something heavier.
> You look at the wedge
Oozing and ripe, somehow. You would expect it to be thoroughly ruined by now -- this is not a cheese that should age -- but the Count's powers were diverse, and extended to careful protections of his possessions. Of the wedge, only a couple of pieces remain.
> You ask Viktor about Yvette
I mused aimlessly for a while on various unrelated topics.
> 4
"I hope I'm not trespassing," you say. "I... There was a woman who dropped a key in a hurry, and..."
The patriarch tilts his head. "You are a friend of ours, are you not?"
The patriarch tilts his head. "You are a friend of ours, are you not?""Um..."
not?""Um...""If you are not, I am afraid this conversation will take a rather unpleasant turn."
rather unpleasant turn.""...Yes," you say. "Yes, I'm a friend."
rather unpleasant turn.""...Yes," you say. "Yes, I'm a friend.""Then you have nothing to worry about." He chuckles, his chest heaving wetly. "As long as you pledge to leave us in peace, we shall afford you the same respect. I trust we are clear on this."
you the same respect. I trust we are clear on this.""Yes, sir."
you the same respect. I trust we are clear on this.""Yes, sir.""Very good."
1) "My name is Marid."
2) "Who are you?"
3) "What is this place?"
4) "Are you aware that the Channelworks District is under
quarantine?"
> Leave
I'm standing on the porch of the Three Bears' cottage. It would be quite pretty in a rustic sort of way had someone not seen fit to paint it gold. The front door is closed. Just south of me is the clearing in the forest.
A battered old dustbin sits to one side of the porch.
door shut behind me!
> You tie the twine to the statue
You slip a loop of twine around an outcropping on the statue and cinch it tight.
> You check what you're carrying
You are a Level 2 adventurer. You're equipped with a decent sword and sturdy leather armor. You're also wearing a fine tabard. You have found a wooden key.
You have an amulet of magic arrows.
You have 27 crowns.
Loot collected:
wooden statuette (4 crowns)
small pearl (5 crowns)
tiny ruby (3 crowns)
pouch of bronze coins (1 crown)
Total value: 13 crowns
> Clubhouse
Clubhouse... Is this okay? (Type 'yes' or 'no'.)
> Kiss siren
The Siren isn't the type to get all sexy on you unprovoked, but since you decided to initiate things, the Siren goes ahead and rocks
your world.
> You put the nut in rucksack
She drops the purple nut with thorns into the leather rucksack.
> You ask Evan about Floyd
"Ah, 'floyd', now that's an interesting word," says Evan. "Let me tell you about its etymology..."
> Roll log south
You roll the log in front of you, carefull to avoid the gathering swarm of insects.
A shadowy, east-west path snakes through a tangle of gnarled oaks and elms. Somewhere in this ancient forest, your Rival makes his home. You can't help hunching your shoulders, and bracing for a sudden attack.
> You buy drink
"Forget it, dustball. After that trouble you caused in here last night--winding up with wasting some guy on the street outside my place?--you ain't getting another drink in here."
> Go northwest
Nagi heads for the treeline to the southwest, and you realize that you probably should have followed her. Instead, headed up the trail toward the forest, and you're quickly apprehended by a group of poachers. This time you're thoroughly tied up before being thrown back in your cage, and escape proves impossible.
> You ask Cedric about the briefcase
Cedric Crane doesn't seem to have much to say about the leather briefcase.
There is a short burst of music from the west. Cedric Crane says, "We left Mr Sheppard's wireless on. Since it was part of the crime scene, we didn't want to disturb it."
"You'd best take the Inspector to the body," says Deborah to Cedric, "since you were the one who found him, after all."
Cedric does not look too happy at this, but turns towards the southeastern exit.
> Go outside
(first opening the hatch door)
The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.
> You examine the coat stand
An antique wooden coat-stand.
> Swing early to the the opposite field
You offer at the pitch, but it's got late movement. You get a piece of it, fouling it off. O'Day pumps his fist to indicate a strike.
Pfiester gets the ball back as the din of the crowd grows ever louder.
> You take the blanket
Taken.
> You sit in the chair
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.
> You get stiffy
(putting the variegated mimesis plant into the rucksack to make room) Taken.
It looks as if the Kunkel is about to succeed in plugging in the goggles.
> P.
Known Merchants:
-Matej (Surface of Cygnet)
Odd Jobs:
-Delivering packages for Viktoria, orbiting Pearl
-Hauling pods for Devrim on Cygnet
-Autark Orbital Race run by Silver
-Turn bounties in to Marshal Zila-S, orbiting Venter
Other Opportunities:
-homeless veteran, selling a classified intelligence report (Surface of Storm)
-Tomer, selling a decompressionist statue (Surface of Nereus)
Potential Buyers:
pressure chief (Surface of Jarland), coastal nomads (Surface of Khamsin), nervous woman (Surface of Nereus)
Cargo:
an autodoc unit and an unauthorised specimen
> You look at brass
It looks just like the other, aside from the hilt.
> You look at the desk
A fine wooden desk, carved out of solid wood, no doubt by an oppressed worker. Luckily his work was turned to good use when the Committee liberated this desk from the basement of a nearby office building where it was wasting away as an example of capitalist decadence.
The desk has a single large drawer. The drawer is closed.
> You examine the archway
Outlined in white stone and decorated with a geometric pattern.
> You turn the crank
It takes a good deal of effort to get the crank to turn, but once you have begun, you are able to keep it moving. The bird's wings unfold and flap magnificently, creating a draft in the long hallway, but it fails to get off the ground. One of the wings is missing material over the frame, it seems.
> You tell the woman about well
The woman presses her fist against her mouth and looks away. "No," she says softly, "I can't believe that. I can't believe my little boy could be down in that..." She breaks off, unable even to complete the thought.
> You examine the smoke
(the smoke grenade)
When thrown, this grenade will release thick clouds of smoke. You once used such devices to help the prince escape from a confrontation with the henchmen of the vengeful countess of Poitier; that was long before your relationship soured.
> You sit on the lounger
You lay down and try to relax, but too much is to be done. So you get
off the lounger soon. Your adventure is waiting. And crack!
as you tried to get up again, the lounger broke under your weight.
> You look at your surroundings
A lot of the things kept in the hold are just ballast, but there are a few items of interest. Fore from here is the rest of the hold, and stairs lead up to the lower deck.
The captain eyes you expectantly.
Roughly in the center of the space is an iron strongbox.
A crystal ball is rolling around on the floor.
> You look at shoes
-- What do you want to examine: Angela's shoes or your scuffed black shoes?
> You wait
Time passes...
> You continue
You hunt feverishly through the pages of Ex Sanguine Vita, and discover:
"The Elements of the Earth, that is, of the Life, are not to be mixed with those of Heaven; they are to remain Apart, in a Vessel called and chosen for themselves. That is their place and portion."
The raven caws. "Nevermore!"
An icy gust from the window sends the curtains reeling.
> You look at the walls
The walls are brownish brick, not recently washed. They stretch at least two stories above you.
> You jump to Panopticon
(You launch first.)
A pale blue ice giant with faint, dark rings and an insubstantial set of moons.
You orbit carefully in the shade of one of the huge solar panels Panopticon uses to leech energy from the intense blue star at the heart of the system. Panopticon itself is a glittering band of linked space habitats of all shapes and sizes.
A fuel drone adopts a similar orbit, sending binary offers for
a reasonably priced refuel.
> You read the sign
The sign proclaims "Thieves be keel-hauled" in uncertain lettering.
> You ask her about Meg
“Who is mad Meg?” you ask.
“Some say she’s a witch,” she tells you, “but I wouldn’t go
that far;
she’s a bit odd, that’s all. She lives all by herself out to the
north of town.”
> You put the UNICORN FUR and the SAPPHIRE WHISKEY and the IVORY RUNESTONE and the refined starmetal and the WIZARD ASH in POT
PUT UNICORN FUR AND SAPPHIRE WHISKEY AND IVORY RUNESTONE AND REFINED STARMETAL AND WIZARD ASH IN POT
What do you want to put those things in?
> You look under the tables
Under the tables you see a junction box.
> You switch emily
She's not something you can switch.
SKREE! SKREE! SKREE!
Your sister is here, fiercely tossing lightning bolts and fogging the robots. The automatons are piling up, but there seems to be an endless stream of replacements, and Emily can't manage to gain any ground.
> You stand on the footprint
I don't know how to stand on the obscured pattern.
A few small bubbles escape your lips, glittering in the light as they rise towards the surface.
The pressure turns into an itch, which quickly becomes a burning heat.