Borgupine/floyd huggingface dataset:
> Go west
The Food Court is a vast, open area, and I can only make out about half of it from here. (The entire west end is shrouded in darkness.)
To the northeast is a Nutrition Store. The Court has another section to the west, and there is an exit east from where we originally came. A fluorescent light, a garbage can, a brown table, a short gray table, a plastic chair, a metal chair, a broken chair, and some chair parts are here.
Audrey and Gibs follow me.
A fluorescent light is drawn up from the floor and thrown at me!
A fluorescent light strikes me, and I take a little bit of damage.
My right hand has started to throb, and I take a closer look at it -- it's starting to blacken a little bit. I suspect this is from the mummy.
> You look at UFO
It's tough to make out the details in the low light, but you can clearly discern the outline of a classic saucer-shaped UFO. A framework has been constructed around the UFO. Several workers appear to be looking at and/or working on the craft.
> You tell her about orange datatab
"You say this datatab contains your field notes," you say, "and so it does - but they aren't the field notes of an anthropologist, they're the field notes of a Federation spy called called Anita Johnson."
"If you know that then you've obviously found a way to read them," she replies stonily, "in which case you know too much..."
Without further warning she leaps at you, her hands clasping for your throat.
Leela makes a grab for your throat but you manage to throw her off.
"Is that the best you can do? You're a dead man!" she sneers.
> You continue
You adjust the plunger handle backwards. Your obsessive compulsive inner person does a happy dance as you move the plunger in a good direction.
Something about the plunger just doesn't look proper. The handle of the plunger is tilted a little bit forwards and it's also leaning a little bit to the right. Furthermore, its handle is twisted a little bit clockwise.
PITCH VECTOR -> VECTOR ADJUST : TRUE
From the direction of the living room, you hear Rover entertaining himself.
> Look around
The west end of the landing ends here with a small window which enables you to look out on the tiled pathway and the gardens outside. The bathroom door lies north, and another (closed) door prevents you from going south.
> Go east
You're in a small stand of woods, following a path that branches to
the east.
> You count the bricks
You can ASK someone ABOUT something or SHOW something TO someone.
Muddy vibrates with excitement and gushes, "I got to tell you, Rick, or this new plan of mine is going to drive me plumb crazy!"
"Let's keep this between us, though," he whispers.
Muddy leans towards you, his face barely an inch from your ear and his buzzard-worthy breath even less so from your nose. "Okay, Rick, I'm a-going to tell you my plan." Muddy pauses dramatically. "Here it is: we got to break out of this jail before we get strunged up."
"That's it? That's your whole damn plan? That don't count as no plan!" you fume.
"Keep it down, Rick!" Muddy's gaze darts over to your third cellmate. "Yeah, that's it for now. It takes time to cook up a good plan. You need lots of ingredients."
"Muddy Charlie," you retort, "I heared you was the worst cook in the Confederate Army. Your cooking like as did more damage than Sherman's March."
Muddy gives you a hurt look and sulks in the corner. After a while, you regret being so quick-tempered with your old buddy.
> You show the pouch to Lydia
"Oh, you found it! I'm so glad! Are there still any of the leaves in it? They must be all dried up by now. If there are any left, we should each eat one."
Lydia gnaws on a fingernail.
> About you
As good-looking as ever.
One of the kids points and laughs. "Yeah, way to keep your eyes peeled."
> You go south
You stood under the archway separating the dark room behind you, to the south, from the bustling marketplace outside. The sun seemed too bright against your face. People were rushing past, entreating each other for rotten apples and cell phone cases. A step southward would take you into their midst.
> You take orange
(the orange datatab)
Taken.
You can smell the cheese.
> You enter the cylinder
The coffin is in the way.
> You go south
Please give one of the answers above.
> Go upwards
Hall of Severance (In the Black Oak)
A shiver runs through the tree and the shrill song of the leaves seems to increase in volume for a moment. Lornedei folds herself over the branch and stays hanging precariously over it. She looks down. The clearing below her swims out of focus, seems to move away from her and then come rushing back at her. She clings desperately to the scorched limb, unsure if she is going to slide backwards and down on the ground, or tip over forward with the same fatal result. She shuts her eyes hard.
And the world is still once more. Very carefully, she lifts one leg over the branch and then she is sitting steady. She opens her eyes and with a sigh of relief. The clearing looks as it should, all considering.
Clusters of black leaves surround Lornedei. They hang from the upper branches, creating a shield that totally obscures the sky above. She can look down, as all the clusters are above and around her, but up is nothing but shimmering black. The branch reaches out over the clearing and the end of it seems to disappear in a big cloud of smoke. She can climb down to the ground or follow the branch.
> Color engineer infrared
You reach out, caressing Engineer's delicate aura, willing it to become infrared. Her aura absorbs this new state willingly, as though they were her own emotions.
Medic swirls in fright, babbling a self-protecting barricade, "... a trick a trick they just want me to go out there and then they will get me, I can't let them get me..." The damaged Engineer is unable to Blind-Sing or Walk, but her aura screams in frustration. She wants to do something, anything, to force Medic into action.
> You examine the device
The device is circular, and about the size of a small lazy susan. Bright sunlight shines directly on it through the window. The central part of the device is a circular platform of polished wood, in which is inlaid an arrow in lighter wood. The arrow points somewhat to the left of the window. Also incised in the wood are some abstract figures or designs. They look rather like the mysterious letters on the stone bracelet you found in the dining room.
Mounted along the edges of the circle are several clear glass prisms and several more small rectangular mirrors. The latter are held in place by slim brass mounting clips. There are mirrors or prisms in all of the clips.
As the sunlight hits the prisms, a rainbow of light cascades across the surface of the device. On the wooden circle is a stone bracelet.
> You cast Ligo at the sand
The sand comes together in the shape a miniature Goddess statue for a moment, then falls to pieces again. Evidently, you've destroyed the bind for good.
Arthur bats at a shadow on the wall.
> You ask Jane about the vancouver
"Isn't it gonna be weird, to like not be living in Vancouver anymore?" "Yeah, it's true. I'll miss all the cool shit happening here"
"Yeah. And it's not like you can come back visit all the time..."
"I know... It's a bummer :/"
"Yeah. Anyway..."
> You go north
The monkey follows you.
The stone tunnel turns from the south to the west here.
The monkey goes off to take a quick look around, but soon returns.
> You get the paper
Taken.
> Go downwards
Hovering Over a Hotel Rooftop (in the helicopter)
The helicopter hovers just above the top of the hotel tower. Wind from the rotors fans waves on the swimming pool and buffets the canvas marquee erected next to it. A few guests in formal dress emerge from the tent to wave their fists angrily.
A crafty crocodile dangles beneath the helicopter.
> You check your inventory
You are carrying:
a tomcod
a coil of rope
a mackerel
a fishing pole (with the rusty hook)
a fish head
an old beeper
a letter
a picture
a skirt (being worn)
a shirt (being worn)
a pocket watch (open)
a tiny picture
A constant patter of rain falls about you.
> You go south
This is the north end of a large hall with a vaulted ceiling. A long, tiled hallway leads north through a tall arch. Although the origin or purpose of this room is unclear, there is a large rendering of the Royal Seal of Lord Dimwit Flathead carved on the wall.
> You go south
A quaint little snack bar nestles beside the brick enclosure, while the rest of the pavilion sprawls out to the north. A hand-painted sign above the counter advertises boiled peanuts.
Behind the counter is an industrial boiler.
Behind the counter, a vendor is busily locking things away for the night.
The vendor sees you approaching and throws a welcoming nod in your direction, followed by a rhetorical sounding "Hey, how's it going?"
> 3
How can I manipulate the figurines?
Press the space bar to display the next line, 'P' to go to the previous menu, or 'Q' to quit.
You can't touch them yourself. And no one will help you. [1/5]
How might you be able to pick them up without touching them? [2/5]
No, you have no psychic powers. There are two physical objects that will do the job. [3/5]
You can pick up the figurines with either the fire tongs (which are in the living room, standing next to the fireplace) or the shovel. The command 'pick up figurine with tongs' works. When it comes to carrying them around, though.... [4/5]
The tongs and shovel can hold only one figurine at a time. You'll find it more convenient to carry them in your suitcase, or in the burlap sack. Putting them in a container has the added advantage that you won't risk anyone seeing you carrying one around. That would almost certainly be fatal. [5/5]
[The End]
> You ask Woman about illness
"Master has been sick for many days. He will not take your Western medicines. He is waiting for a Japanese doctor to bring a herbal remedy, but I fear it will be too late."
> You put the rock in the furnace
You put the rock into the furnace.
> Go north
You squeeze through the doggy door into the foyer of the inner keep. To the north is an outdoor courtyard, to the west a darkened hallway and to the east a well-lit hallway. A circular staircase curves upwards around a clockwork lift.
The goblin engineer keeps watch over the foyer from atop her mechanical suit of armour, her back facing the double doors.
> See
"I could see Professor Puce in the Study".
(Where were you?)
> You examine the altar
It smells evil; the thought of going near it makes your fur bristle.
> You look at the array
The video and audio input panels are still recognizable, but most of the communications array has been burned away. Presumably the scientists sent their distress call before the destruction happened.
The other marine tries to communicate on his TDU.
> You cut the window with KNIFE
Trying to cut the window with that KNIFE would only scrape off some dirt.
> You examine the debris
Scattered sticks, leaves and bits of trash cover the gravel clearing.
> About yourself
You are strapped into a bunk in a quarantine pod, and despite the bizarre lack of gravity, you feel like you could sleep easily here.
> You examine the power boat
The power boat is freshly painted red and white, and is about twenty feet long, with a muscular-looking outboard motor mounted at the stern. The boat sits high in the water, its bow pointed south, toward the big door. The power boat rocks gently. The controls on the dashboard in front of you are gleaming and incomprehensible. At the rear of the boat is mounted a large outboard motor.
> You look
The name might be a bit of overkill--after all, Tumbleweed Flats is a town with only one street. The sun beats down from above, lighting up the dusty haze stretching the length of the street north and south of here. On either side are rows of weathered wooden buildings. Immediately to the west is Lucille's General Store; to the east is Grady's Saloon, Billiards, and Hotel.
The fiery red stallion is standing patiently nearby.
> Sing
You sing:
"You can't ride in my little wagon,
The front seat's broken, and the back wheel's saggin'.
Chug. Chug. Chug chug chug.
Next verse, the same as the first!
A little bit LOUDER and a little bit WORSE!"
> You go to quarters
You head west to the gallery of historical paintings. Then west to the scarlet gallery. Then west to the entrance hall. Then west to the great dining hall. Then west to the enormous kitchen. And finally north to the servant quarters.
Not a room friendly to visitors, it has the air of resentful, martyred suffering. Even His most unpleasant ancestors would not have grudged this place more paint, surely, and more straw for the beds.
A decaying ladder leads down.
> You go west
This is the part of the loveseat that is to the north. It goes on to the south and you could totally slip around the end of the loveseat to the west. There is the rocking chair to the east as well, that is always fun.
On the north pink striped loveseat is a cup of Cheerios.
You can see Parry here.
"We've been working on pulling up," the mom says, boy is she going to be surprised by all the practice you're getting today.
> You examine it
It is a rusty old crowbar.
> 1
"How you been?"
"This is Fieldtown. You know how it is. I do what I can." She moistens her lips. "How about you? I heard you joined the FPD."
"Keeping tabs on me?" you ask, leaning in closer.
"As I recall, it used to be the other way around."
"Times change."
"Yeah, they do." She looks away at something that isn't you.
Silence.
1) "So. What kind of tea party you got going on here?"
2) "I'm looking for a rabbit."
3) "I've got work to do."
> Go upwards
The interior of Cabin Four is much like Cabin Five, except that it has a big double bed in place of the twin beds. Also, there's no carpet, just a bare linoleum floor, which is peeling up in the corners. The bed has been pushed to one side, revealing a trapdoor set in the floor. The plaster is water-stained, the wallpaper suffering from minor rips and tears. A gaudy, poorly executed painting of a Southern belle in a hoop skirt fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.
The dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.
Lying on the floor beside the bed is a leather valise.
> Go west
This must be where Papa Bear does all his D.I.Y. It's a small but tidy workshop with a bench and an old filing cabinet in the corner. Pinned to the walls are what appear to be the blueprints for various devices. Sitting amidst the wreckage of the crate is a magic porridge pot.
> You wear motley
You don your jester's motley (after removing the pig carcass) and potential pranks inspire you. Everything in this wide world is kissable.
> You put the contract on the stand
You put the great contract book on the book return stand.
> You examine band
It's a long band of heavy leather, with side straps, woven into a foot-long tube. The four bolts inside are secure yet easily slid out, and the whole is strapped comfortably to your leg.
You're tired and covered with mud."
> 1
She says: "Have you ever heard of the Cult of the New Version?"
> Go southwest
The walls are bare wooden slats, patched with crumbling plaster and spiked with bent, rusted nails. The passage, no more than two feet wide at its widest point, bends and twist at confusing angles, making it hard to tell which direction you're heading in.
A thin beam of light slants through the dusty air, coming from a small hole half way up one wall.
> Peel floor
(the floor)
That's hardly portable.
> You listen to the shell
You hear nothing unexpected.
The water glides over the decks and soon it is up to your ankles.
> Paint konstanza
John glanced out of the window and paused for a long moment. "Yes ... she is quite the beauty, isn't she?" he murmured as he began a pencil sketch of Konstanza Von Goethe as seen through the window.
> You eat crawler
(Your score has increased by 2)
You can pretty much walk right up to it. It turns its head sideways and stares at you, and you jump on it! It's an easy thing to kill, despite its armored shell. Getting at the meat is a different story. Once you finally get at some of the food bits it's probably the most delicious thing you've ever eaten! Just juicy and chewy enough for your tastes! Though you were already full of food when you ate, your stomach makes room for the food. Not only that but you've grown considerably by the time you're done with the feast!
Your stomach is still full and fat. It's a good feeling.
[ Forest Floor | Your Size: 103 ]
> You get the tripe
You still can't quite reach the andouillettes from here. Close, though.
> You sit in the medium chair
Wow - this chair is soooo soft it's unbelievable! A little too soft! Lucky I'm so light or I'd sink right into it.
> You look at the fourth pictogram
The mound is now deserted, and the stick men seem to be constructing a tower of stones for some unclear purpose. The comet-symbol has returned, although there is an added eye-motif; the comet appears to be looking down on the tower with approval. Wavy lines radiate from the eye in all directions, several of them converging to join at the tower's tip.
> You jump over the steps
You can't jump over that.
Honey stretches languidly.
> Scream
The rectangle on the cell door slides open and a pair of beady eyes appear behind it. "WHAT is all this RACKET?" a loud voice behind the door says.
> Go north
Great Hall, Northern End
This is the northernmost end of a great hall which extends into darkness southward. The underground river rushes past at the hall's northern edge. The water's turbulent churning fills this place with near-deafening noise. An ancient, wooden waterwheel stands alongside the river in a narrow channel carved into the stone floor. A great iron chain hangs down from the ceiling and attatches to the waterwheel's axle.
> Go north
The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.
The only way you can go is south (to the forge).
You can see a small silver bell here.
> Go west
You climb up onto the crate.
You jump up and grab the bottom of the window. You pull yourself up, squeeze through it and reach for the ladder.
Top of the Ladder, Near Window
You're standing at the top of a ladder, near the barn window which
is directly north.
You descend the ladder.
Backyard, Near Barn
You've made your way to the rear of the backyard. Directly north, a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.
You see a window screen, a can of coke, a note, and a beer here.
You're standing in the middle of the backyard, which judging by the color of the grass, doesn't get too much water or fertilizer. A large barn can be seen to the north and to the west, is a small deck. The house is due south and is protected by thick trees and brush. The side yard can be accessed by going southwest or southeast.
You see a portable TV here. The TV compartment seems to contain two
C batteries.
You're standing in the middle of the wooden deck. It's made of pressure-treated wood, but hasn't been cleaned in years. The color of the wood is a dark gray. In the corner of the deck is a gas grill that has rusted itself obsolete. To the east, stairs descend toward the backyard and to the south is the door to the family room, which is open.
> You consult computer about research center
The computer shows you how to go to the research facility. You'd start with north, from here.
> You go to the north
This is a little antechamber which serves as a security checkpoint before the laboratory itself. The lab is clearly visible to the north now that the door which once guarded it has been obliterated; the main campus is south.
There is a card reader device mounted next to the glass door, which used to control the lock.
> You make a logical argument.
You make a long-winded and overly elaborate statement of your reasons for in this particular circumstance, all things being equal, prefering to take the risks involved in rescuing the student because of the advantages her presence might provide, as well as the arguments of honor and duty. . .
Bonnie is distinctly unimpressed, and informs you that you'll be continuing on your way to the prison without stopping to rescue the student.
Which gives you some useful information. Long logical arguments aren't the way to persuade Bonnie. That may be good to know later, although it would have been better to know before now. You hope someone else rescues that poor student.
She rolls her eyes. "Fine, go get some, then."
You walk into the gas station, in search of munchies.
And you find--probably you should have expected this--a zombie inside, also in search of munchies.
In fact, the zombie has found munchies.
>Next
The zombie appears to have a kid cornered in the very back of the store, between the ice cream cooler and the shelf of artifically-flavored-and-colored "potato" chips.
But the zombie doesn't seem to have actually started munching yet. It turns its head as you enter and studies you with interest. You're not quite sure why you'd seem like more attractive prey than the cowering kid--a girl of about nine or ten--but it's possible that you do. To judge by the (sort-of) expression on (what's left of) the zombie's face. It sweeps its long hair out of its eyes to look at you better.
This one seems to have been a teenage girl.
> You examine the chair
The leather of the chair is cracked and faded.
> You examine the dog
Bubbles resembles a corgi. In fact, it looks like the corgi you begged your father for when you were eight. It has recently grown out of early puppyhood.
> You examine electronic device
You can't quite determine the function of this device; you've never seen anything like it before. Its major component is a short barrel, which contains a low-powered laser.
> You look
You are at the base of Flood Control Dam #3, which looms above you and to the north. The river Frigid is flowing by here. Along the river are the White Cliffs which seem to form giant walls stretching from north to south along the shores of the river as it winds its way downstream.
> You go outside
Identical passageways open to the north, south, east, and west.
You have to kick your way through woven baskets packed with ropes.
> You check what you're carrying
You are carrying:
an access card
'Notopia'
some thermal paper
an identity badge
> E,N,U,W
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.
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.
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.
You stand in the center of a dim room, lit from above by a piercing light. Evidently there is another room above you, but the brilliance of its illumination makes it impossible for you to perceive anything up there.
The center of the room is occupied by a bulky expandable staircase.