Borgupine/floyd huggingface dataset:
> Go south
Stumbling and squirming among the brambles, you find that you've arrived in....
You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.
Narrow, twisting paths lead off in all directions.
Your face is itching because of the heat and dust.
> You listen
The garden is eerily silent, but you can sense words resonating in the air nonetheless: IA, MALETH, ULNUR, VULLE.
Behind the silence, a presence mumbles with vague, idiot persistence. You cannot make it out.
> You look around
A formless place, such as you have often seen before; where dreams end and tasks begin. The floor is uneven, cupped like the palm of your master's hand. The walls dull in your sight.
> You open the hamper
Thoughtfully, someone has provided you with breakfast.
In the small wickerwork hamper are some provisions - an apple, a hunk
of cheese and a clove of garlic.
> Smoke
What do you want to smoke?
> You examine the mist
It has a greasy look to it; it rubs against the window, leaving tracks of moisture.
> You pull the lever
You pull the joystick to the left.
One block disappears on the status bar. Again, there is the peculiar sight of shifting shadows as the sun moves across the sky.
Now the second rock is in the shade from the gazebo.
> Inventory
You are carrying:
a victim
a crime
a map
a diary entry
> You look at the clutter
Among other things, the shelves contain a box of bullets (one dollar), a box of shotgun shells (three dollars), an empty taffy box, a trail kit (one dollar), and a pick-axe (five dollars).
> F.
The rat charges and bites your leg. You strike a fierce blow with your sword and kill it!
(You lose 4 hit points and defeat the giant rat.)
You look around and find a pouch of bronze coins worth 1 crown.
> Open contraption
You open the contraption, revealing a cup, inside which is some water.
> You go north
The shuttered window at the end of the hall throws a gloomy rectangle of light onto the bare wooden floor. Doorways lead north and south.
A rickety wooden ladder stands here, descending from a three-foot by three-foot square of darkness in the ceiling.
> You eat the fish
(the dead fish)
It smells vile.
One of the beavers starts whittling a branch with its serrated tusks.
You sense annoyance changing to irritation from the west.
> You look around
The trees here are huge: massive columnar towers rising out of the soft green turf to support the dense leaf canopy above. Golden rays angle down between the trees, filling the vast space with dim light, and reflecting off the river that runs down the east side. The air seems permeated with peacefulness.
Large green cocoons are attached to the bases of some of the trees.
> Go north
You are in a small room which has doors only to the east and south.
A large vampire bat, hanging from the ceiling, swoops down at you! There is an exquisite jade figurine here.
Fweep!
Fweep!
Fweep!
The bat grabs you by the scruff of your neck and lifts you away....
You are standing at the entrance of what might have been a coal mine. The shaft enters the west wall, and there is another exit on the south end of the room.
> You break the controls with the poker
Smashing the dashboard would almost certainly make too much noise. Someone would be bound to hear you.
Lydia whispers, "Hurry, hurry! I thought I heard something!"
> You put the hook in the hole
(first taking the door in the ceiling)
That's hardly portable.
> You go west
You thrust, pushing yourself out into a broader orbit.
As you are in a broader orbit, you are now drifting away from the station's longitude.
[POS: (11, 7, 1)  VEL: (1, -1, 0)]
> You look at the grille
The cage is cubical, its sides made of reinforced glass. The is a huge red button on the side of it, with wires disappearing into the eastern wall, just beside the grille. There is a food slot on top.
In the cage you see the penguin.
> You go to the east
Water wells up from below. You are safe here.
You can see a basket (empty) here.
Looking west, you see the Standing Stones.
> You go to Iris
FC: Iris's location: Weather Monitors. Establishing path...
I'm on my way. Expect a report on arrival.
> You examine the bed
Unrumpled: the service keeps them neat and tidy.
> You go to the south
You crouch behind the mass of girls and quickly sneak out of the room when no one is looking.
The hallway looks exactly the same to the east. South leads to Room Number 1, inhabited by a girl whom you only vaguely know. North leads to the dining room. West leads to the main room. East is the hallway by your room.
A door down the hallway on the odd-numbered side opens, as a girl followed by a man exit their room and head to the front. You step aside to allow them to pass.
> You talk to the kids
You mutter a hello, and the two kids look up to you with apprehensive smiles.
> You go east
Overlooked by a high window of the Provider's cottage, a trail follows a north-south stream through a grove of aspens.
Caught in the branches of an aspen, is a red balloon.
> You examine the drawer
You can't see inside, since the drawer is closed.
You can hear a fly buzzing around, right around your head.
> You look at the coffee
The swirls in your cup form the Mona Lisa. Objects of desire either mean that you are surrounded by great treasures and opportunities or that you need to be more careful with your physical belongings. Possibly both.
A faint smell of mildew emanates from it.
> You wait
Time passes.
The bottle of vacuum bobs upward. It now lies to the south and far to the east.
The chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and below you.
The insulated flask of argon gas lies slightly below you.
The sealed kettle of liquid toluene lies slightly to the north, slightly to the west, and slightly below you.
> You go to the kitchen
You head down to rooted room. You decide that you'll need to get down first. And finally south to the enormous kitchen.
Haunted with the spirits of chefs past, generations and generations of culinary geniuses; one can never predict its whimsies. Unless he has moved everything, the bell to summon them into action should be in one of the rooms upstairs.
> You ask Auda,  to look around
FC: Cryolink established to Auda.
AUDA: Internal map reference -- Library Core
I am in the Library Core.
> You check your inventory
You are carrying:
a kumquat
a puffy white jacket
a silver kiddush cup
some fuzzy bunny slippers
a yellow paper note
a mail packet
an empty gift box
a handheld computer (in which is a data disk)
a grey widget saying SOC 15.45731, POW 20.5972, INT 12.7031
a magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks
> You wait for the aqua Line
You lean against the pink arch, hold out your pass, and wait for the aqua line. Within moments, a noncorporeal trolley arrives. Instead of stopping and allowing you to board, it passes through you,
and you find yourself transported to
River Walk (Adam Whybray)
A dirt path along the west bank of the Makaskuta - or Blackgourd - River. The air is motionless and sweltry, the urticariate heat drawing sweat profusely from your prickling glands.
Just below you, to your side, the river burbles in vainglorious stupor, foaming in bright patches from the surfacants released from the rotting deposits of the red maples and poplars that line its banks. A single black ash, denuded of leaves, its corky bark blighted with the telltale signs of parasitic infection, quietly interrupts the Autumnal foliage of its deciduous cousins.
The river's waters slith over rocks as lustrous-gray as seal skin, rending them freshly burnished for the mid-September sun, which casts Her rays in refulgent slats through the rust-honey colored trees. It is though Nature, in celebration of Her own fecundity, has chosen to offer Herself up in Equinoxical sacrifice - the rocks laid out before the blazing altar of the sun.
There is a forbidding sign on the bank of the river.
The way up to Backwater town square is northwest. Following the path north leads under the bridge.
On the Makaskuta river is a buoy.
You can also see a freshwater lobster trap (in which is an eggbound crawfish) and a shattered crawfish here.
A phantom trolley stop sign reads Aqua Line -- River Walk.
> You go west
You follow the path westward, back to Eternal Springs.
The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.
> You look at the winch
It looks like a heavy-duty winch capable of lifting an extremely large load.
Next to the winch is a small black box.
A corner of the sky glows briefly with a lightning flash.
Teeterwaller looks around purposefully.
> Look around
Circular Room (JP)
You walk into a circular, high-ceilinged room made of roughly-shaped gray stones. This room really looks like a capped well, but its location in the building suggests otherwise.
> You ask waiter about the gossip
Mmh... Sorry, but I don't know what to tell you for now.
Ashley Wimby walks in, a few meters from you.
> You hold the breath
You hold your breath.
> You ask John about Mary
Who do you mean, the bride, Mary of Bethany or Mary of Nazareth?
> You look at the sandalwood
It is unexceptional, perhaps one handbreadth wide by three long. On
its lid is a white paper label. Written upon it in a fine copperplate are the words "JOURNAL V. 4 - JANUARY THROUGH APRIL 1855."
> Inventory
You are carrying:
A torch (providing light)
A painting
A nasty knife
A sword
A brass lantern (providing light)
> Go up
The catwalk allows the techs access to the stage lighting hung above the audience ceiling. You bend low to crawl along, trying not to think about the 30 foot drop through the flimsy structure if you should loose your footing.
The guy is standing by your side
> Inventory
You are carrying:
a vellum Scroll
a holy symbol (glowing with a sacred light & being worn)
a suit of Chain-Mail (being worn)
a leather sheath (being worn)
a sacred blade
a wooden Scroll-Case (being worn & open but empty)
> Go north
You can go e, w, or in.
> You put the list in the hands
You place the long list in the sentinel's hands.
> You put Chocolate in the contraption
(the chocolate leaf in the delicate contraption)
You put the chocolate leaf into the delicate contraption.
> You put the pillow in the hole
First you take the silk pillow.
Taken.
If you leave something in there, you're liable to never find it again.
You're struggling to keep your head above water.
The gorilla skull seems to eye you accusingly as it sinks into the murk.
> Type 5
Calibrate to Beta/Cherry.
> Go downwards
You can jump down, back to the bathroom, or you can jump to the fat water bowl.
> You look at the door
The door stands wide open.
> You read the trails
You study the trail for a moment. It says, "Always take the trails in a northerly direction to find the ocean, a southerly direction to find the steppe. If you find yourself in a place where the air smells salty and the only exit is southeast, go se, s, e, n, and nw to find the ocean. If you're in a salty-smelling place and the only exit is southwest, go sw, s, w, n, nw to find the ocean." Yes, you read trails VERY well.
> Unlock chimes
(with the small key)
You unlock the iron windchimes.
> 6
The trees are silent and suddenly you feel very silly.
*** Run-time problem P10: Since the fairytale trees is not allowed the property "greeting", it is against the rules to try to use it.
Something seems to be laughing under its breath -- but there are only trees here.
> Yell
This is hardly the time or place to lose your composure.
In the near silence, you hear a soft but obnoxious dripping noise coming from the direction of the bathroom.
> You go to the southeast
You decide that you'll need to get down first. You get off the stool.
Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister.
In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound.
Strung up by a chain is a set of iron windchimes.
You can also see a stool here.
Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench.
> You look at the ring
Staring at your wedding ring like that tends to make you sentimental.
> You tell the man about the cancer
(the young man about that)
There is no reply.
Suddenly, the top file cabinet is wrenched back and a S.W.A.T. member runs through the top pile of doors. After only glancing at the pile of bodies, he swings his rifle up at you. "What the hell is going on." he demands. Shock and adrenaline pump through you. Your eyes widen and your nostrils flare. You automatically switch to a combative stance and an image of pouncing him and disarming him of that rifle briefly flashes through your mind.
Luckily, your companion has better kept his wits about him, and he immediately intervenes: stepping into the line of fire and telling how you saved him from a crazed survivor. He explains that the crazed survivor was the one who killed everyone trying to contain the infection. More S.W.A.T. members pour in and similarly aim their weapons at you. None are aiming at your companion. You're now effectively surrounded by your supposed rescuers.
Uncertain, the S.W.A.T. member yells at you to drop your gun, and points his assault rifle at you with more vigor.
> Wow
Attempting to access lab... access denied. There must be something wrong with the code, Dr. Law.
> You say the hydropsaur to Georgie
Georgie looks puzzled, as if he hasn't heard that dinosaur name before. He sputters for a moment, perhaps confused by the novel name, apparently finding it difficult to think.
"Oh yeah? Supersaurus!" Georgie says, with pride.
The puppy quips: "Your momma's so fat she'd barely fit on five CD-ROMs."
> You talk to Talbot
"Gerrawayfromme!" he snarls, drunkenly waving you away. "They stole it... the swine... they stole it from me..."
"Stole what?" you ask.
But Talbot is lost in drunken rantings and doesn't hear you.
> You wait for a while
You idle away a few moments.
The Pig inhales noisily the scent of the Dresser.
> Cheat
Don't get too hasty.
The audience roars with approval.
> You go to the south
Drawn to the piney, musky scent of the candle, the reindeer shuffles after you!
The heart of Santaland and the destination of families from miles around. It's not your destination, of course, but that doesn't change the fact that parents and children have for years made pilgrimages to this spot to have their pictures taken with Santa Claus.
Santa's big comfy chair stands in the center of the room. It's a dramatic affair, a throne really: lots of ostentatious gold-painted filigree and red velvet pillows.
Next to Santa's chair is a beautifully decorated Christmas tree. There are no presents beneath the tree, perhaps to better display the colorful decorative tree skirt underneath which was, until recently, spread out beneath it.
The reindeer studies you carefully.
> You take all
You must take things one at a time.
> You talk to Dennis
SCHOOL...
> You go through the window
You roll, twist, force yourself into a run. Your knees are aching. The air is freezing, stinging your cheeks. Your boots dislodge old and broken tiles, sending them hurtling off the roof into the mist below.
A balcony lies to the east. Behind you is a clattering, a shrieking that is not human.
> Go south
Square (on Ardavaan's vehicle)
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.
You can see many kids playing here.
> You get the sapphire
The sapphire is not within reach.
The bell swings towards you, ringing unbearably loud. BONG! You and Holmes clap your hands to your ears in an attempt to protect them, dropping everything you are carrying in the process.
> You look at the rod
This brass rod is short and, for a rod, relatively thick. It has the number 69,105 written on it.
> Go west
This is the middle of the living room, it is all big and vast. This is where everybody plays because it is so big. But when you get bored there is a bunch of other stuff you can go to like the TV to the east and the loveseat to the west and the couch to the south and the gliding rocking chair to the north.
Part of your playpen is here, there is more of it to the northeast.
You can also see a smooth rock here.
> You pull the string
A voice comes from within the doll's body, dim and gravelly: "Flee the trouble of the ravine! Here is a division between one type of world and another entirely!"
"What risk is this?" With a concerned look, the woman leans towards the doll as if to pay closer attention.
> You go to the north-east
These gardens used to provide most of the food for the entire monastery. Now, none. A few black stalks poke through the snow, their appearance always perfectly predicted by the rows they were planted in. The wilderness is stronger here: twisted briars block all paths but the one southwest, back to the stables.
Drogo slashes wildly at the briars with a dull machete.
A low chorus of growls rises from the briars, singing with the swing of Drogo's blade.
> You examine the blur
The cloud resolves itself into a disc. It is a distant spiral galaxy, the Andromeda galaxy, whirling through the void like a scythe. Andromeda is plunging irrevocably toward the Milky Way at hundreds of thousands of miles per hour.
Andromeda is coming. Soon, far too soon, its trillion stars will collide with the Milky Way. Both galaxies will be torn apart in the collision, and for a billion years or more chaos will reign. Some of the stars will be swallowed by the two massive black holes at the center of each galaxy; other stars will collide in titanic explosions of light and death; still others will be ejected into intergalactic space, doomed to wander alone until they burn out into blackness. The final shape of the resulting galaxy will be monstrous and unrecognizable.
It is cold comfort that the Earth will have been burned to a cinder by this time, destroyed by the doomed and greedy sun before another star could snatch its prize.
You hide your eyes from the light of that evil star. You don't want Andromeda to see you.
> Look around
Ornamental oversized overcoats hang from the ceiling, providing a maze for players to run through here.
It takes you a while to figure it out, but it looks like there are two teams: the vicomtes, wielding some red laserpistols and are wearing some pig wings, and the countesses, wielding some inflatable kielbasas and are wearing some white motley.
A monitor describes the rooms adjacent to this one: Black Salon (available by PULLing the hydraulics lever) and Dueling Garden (available by pushing the DUEL button).
The lever, knob, and button are still next to you. You can leave to the north.
> You go to the south
You go a few steps into the water. Its warmer than expected. Maybe you
would go for a swim. But in sight of this beach, so you will have it
easy to find your way back. So you choosed to stay at the beach
> You drop icon
You haven't got that.
This environment is a mere sketch, but you didn't sketch it. It's grown entirely from your subconscious symbolism. This is what you've been striving for. Now you just need to draw out more archetypes.
> Lasso wellhead
(with the rope)
I don't know how to lasso the well.
> You meld rock with the mirror
You concentrate on the rock and the mirror and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
> You go to the north
Pushing through the doors, you step tentatively into the dark room ahead. Without warning, the world spins and rushes past as you plummet downward. Clearing your head you look around in time to see a large packrat shuffling off mumbling something about people with nothing in their pockets to trade.
You find yourself at the bottom of an elevator shaft. You can see light coming through the gap between the doors to the West. Looking up you can barely see light filtering through another set of open doors two floors above.
The frayed elevator cable hangs just out of your reach.
> You go to the south
As you walk away, Honey goes back to reading (if that's the right word) her magazine.
Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.
You're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.
An overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.
> You go west
In a sudden whirr of metal sliding on metal, a clockwork lioness leaps from some unseen perch and blocks your way!
> Pet Bubbles
You pet Bubbles, whose tail wags mightily in response.
> You turn the dial to 2
You turn the dial to 2.
> You get the pot
You pick up the heavy pot.
> You get manual and the journal
Project Tyche manual: Taken.
DUFON journal: Taken.
> Examine watch
It's the wind-up timepiece you received when you were commissioned as an officer in the Confederate Army. You may have lost everything else in that war, but at least you have this fine pocket watch. It currently reads eighteen minutes past seven in the evening  -- less than thirteen hours until you and Muddy are hanged.
> You examine the portcullis
The portcullis is itself exactly.
> You go downward
A small spiral staircase leads up from here to the upper story. The main offices lie to the east.
> You look at the cauldron
The items in the cauldron blend into a foul-smelling sludge... not exactly what you intended.You frantically try to figure out how to get rid of the sludge in the cauldron and how to get your ingredients back, but you're rapidly running out of time...
> You examinethe i d card
Violence isn't the answer to this one.
This card bears a photo of your not-so-tiny non-ninja roommate.
> You examine hinge
The hinge is rusting but remains functional. You notice a piece of chalk sitting on it.
(Music consisting of a beat and sparse, cold notes bends up and down unpleasantly in the background.)
> You read secret
As your fingers touch the organ stop labelled "4", you hear a scraping sound behind you. Twisting around on the organ bench you see that a small panel has opened in the wall behind you and is already starting to re-close. Hastily you turn to vault over the bench but only succeed in falling in a heap, jamming your head between the wall and the almost-closed panel. This, however, stops its forward motion allowing you to pry it back enough to free your bruised scalp and crawl unceremoniously through before it once more hisses shut.
You READ the secret that you've been so carefully keeping under your hat. There is an almost imperceptible darkening of the small lens in the center of the wall, and with a soft whoosh, a panel swings open allowing you to pass.
> You get the stone
Taken.
> You give the jacket
(to the rat)
The rat tycoon scoffs. "Oh please, I already have twenty of these. In fact, I own the factory that makes them." He beams. "It's very efficient."
> Attack fraud
(with the shining yellow sword)
You swing the shining yellow sword at the Serious Fraud. The sword's blade strikes the creature in a shower of yellow sparks!
The Serious Fraud takes a cautious step backwards.
> You get all
bed: The bed is too heavy.
Matter Transmission Made Easy: Taken.
Octopode holo-gallery: Taken.
> Wait
Time passes.
For a moment, someone is visible, facing you across the desk.