Borgupine/floyd huggingface dataset:
> 3
"Could you tell me more about what he did at the Channelworks?"
Zoiro shrugs. "I've never been there myself," he says. "Reden wasn't one for talking about his work. It wasn't anything important... he was just a janitor, some kind of canal scrubber or something. I remember he always came back smelling like a wet rag..."
It occurs to you that there was a dampness about Reden on the night he died. It didn't register to you at the time, but... it wasn't raining that day, was it?
1) "Do you know anything about the places he frequented?"
2) "Do you know anyone else that Reden associated with?"
3) "Do you know where he could have gone after he left?"
> Look around
Estate Agent's Office (Jenni Polodna)
The space is dominated by the unexpectedly symbiotic combination of a giant desk and a tiny woman, who together give the impression of being one complete single entity, like a centaur. The surface of the desk is becoming cluttered with glossy architectural magazines, manila folders, and real estate listings pamphlets. Behind it, a gunmetal-grey filing cabinet lurks unattractively in the far corner. The exit back out to the street is east.
The lion sex book lies on the desk, partially covered, waiting for you to steal it. "Soon, lion sex book," you whisper in your head. "It won't be long now."
Bethany looks at you expectantly. "I'd be stupidly thrilled to show you one of our many real estate files if you specify a property."
> You go to the north
You are right in the middle of the golden beach, which stretches off to the north and south.
Something wooden is buried in the "sand" at your feet, but it's buried so deeply that only a corner of it is visible.
> Go upward
Riggertown, Upper Level
This is the more industrial part of Riggertown. The buildings here are scrap-heap spires that twist and turn around each other, with cubby-carts trundling along cables strung between them. Amidst horns honking advertisements, there is a great mess of little people shuffling about, and roads winding in ways wholly inexplicable to your human sensibilities.
To the south looms the Riggertown Mechanistry, while a quieter road leads southwest to the suburbs. You could also descend a series of ladders to Lower Riggertown, or take a footpath north along the Bilious Canal.
> You take the incandescent bulb
You unscrew the 60-watt soft-white incandescent light bulb from the light bulb socket.
> You ask her about Graham
"Who is Mr Graham exactly, and where does he fit into all this?" I asked.
Angela let out a heavy sigh, "I'm beginning to wonder myself," she muttered. "I'm not meant to say anything, but right now I don't know which way to turn! He's Captain Graham, from the War Office. He came to warn us that our operation here had been compromised, and we were discussing what to do about it."
(It occured to me to ask if she thought Graham shot the man.)
> Go north
The corridors of the hospital join in a T-junction. The arms of the
T lie east and west, while the base runs south. A pair of swinging doors crowns the top of the T, to the north. Over the east corridor is a sign. A line of patients on gurneys fills the hallway.
Bubbles comes trotting after you.
A faceless man in blue scrubs appears from further down the hall. He starts to walk past, then pulls up short next to Bubbles. He turns his head towards you, then ushers Bubbles to the south.
The nurse reenters the hallway from the north, wheeling a gurney covered in a fine coating of ash. She pushes the gurney west, then returns a few seconds later empty-handed.
> Describe the surroundings
You can go behind you or in front of you, though in front of you seems a lot more interesting.
> You unlock SUV with the hoop
You give it a try, but the SUV is locked up tight.
> You massage the buttocks
The warehouse itself is nothing special. The large bomb clamped to a wall in the centre of the main area is. A cordon has been erected around it, keeping back a crowd of sightseers eager to see a bomb disposal expert blown to pieces.
A red wire and a blue wire dangle from the side of the bomb.
> You examine the vegetables
Although a vegetable feast is incredibly meager compared to the feasts in town, it will be one of the most lavish of the year for your family.
> Sharpen pickaxe
Duhdha says, "Sharpening is for losers. Dullness brings reward."
> You ask Tyrone about the dog
"Hello, Tyrone," you say.
"Hello again," he says. "How you gettin' along, now?"
Tyrone looks disgusted. "Ole Bailey's a nuisance, is what he is. That's the dog's name, Bailey. Let him run loose, he'd chase rabbits all day long. Them rabbits always get him all het up. He's too slow an' stupid to catch nothin', though. Not unless it's already dead." Tyrone chuckles gently at his own joke.
> You look at Fractals
This is a copy of Fractals, by Benoît Mandelbrot. The book
is emitting a soft glow.
> You close the door
Not now!
The butter on its dish floats through the doorway, surrounded by the glimmering sparks, and then the door closes behind it.
You let out the breath you've been holding and lay down the fire poker. You won't be needing a heavy thing like that to deal with a couple of sparks. You're better off using your wits, and if need be, your fists. Now, where's that thief off to?
> You set safe to 34
You set the dial to 34.
> You put all in pocket
brass lamp: Done.
bronze ring: (Taking off the bronze ring first)
Done.
thin wand: Done.
pair of erasers: Done.
handful of radberries: Done.
jade figurine: Done.
black stone: Done.
sword: Done.
long rope: Done.
oar: You can't fit that in the pocket.
robe: You can't fit that in the pocket.
> You drop the stool
You set the stool down next to one wall.
> You go south
You crawl back through the cow's ripped hide.
Great Hall (south end)
Your footsteps slide on bloody flags, and every corner's heaped with broken bones. Midway down the hall rests a great cow whose bulk traps her within the room, pinioned between the walls, unable to reverse and see what's happened to her southern side. She has been hacked, she has been half-butchered, her ribs sawn and her muscles rent to leave a cavern in her flank.
Upward a hidden stair leads to the baron's fireplace; northward you could climb into the cow.
> You take the key
(the old-fashioned brass key)
(slipping the strange metal flute into the pocket of your trenchcoat to get a hand free)
You pick up the old-fashioned brass key. It's an old key, the kind with a round barrel about a quarter-inch in diameter and flat, square teeth.
> You pull the hose lever
You pull the lever, and water immediately starts gushing through the nozzle at such pressure that you can't control where the hose is pointing. The water sprays all over, and makes a mess of the glass.
You let go of the lever, and the water stops spraying as a spring pulls the lever back to its normal position.
> You reach in the bucket
You reach into the bucket, but don't feel anything in particular.
[ Your Stamina: 10        Swordfish: 6 ]
> You look out the window
(the large window)
They offer a good vista of the poky little garden, which is damp from the recent rain. A thick clump of climbing roses comes up the wall to the sill.
> You get the key
Taken.
> You examine the systems
(the systems damage)
After a quick diagnostic, you confirm significant damage to your high FTL drive, general life support systems, external sensor grid, and logic circuits, plus lesser damage to the low FTL drive and communication web. Interesting.
> You look at the demonoscope
A small, crudely painted ikon of the Blessed Egdethbra of Wessex in the act of her martyrdom, a sordid little affair involving a backsliding Dane, a turnip field and an ironbound psalter. When waved at demon-infested things, the aforementioned proto-saint wiggles her toes and rolls her eyes wildly. (Demonoscopes are usually crafted with saints of better repute, preferably ones who actually existed, but these are usually overwhelmed by the demon-saturated environment of the Circles.)
> You open the door
The door is already open.
> Skin fox
You remove the bloodied cloth cap from the dead fox.
You begin the messy work of skinning the fox. First you turn the fox onto its back and make a long vertical incision...
Let us make a long story shorter. When you are done, you have a carcass of uncooked fox meat and a fox pelt. Incidently, you made a bundle with the fox's cap and the unedible bits and chucked it far off into the forest. You also cleaned off your knife and put it back on your hip.
> You open the small crate
The locked padlock prevents you from opening the crate.
> You take the cucumber
You grab another of the cucumbery vegetables.
Anton's mouth is moving and his eyes are glassy. Suddenly he throws his arms into the air and runs in a victory circle.
> You check your inventory
You are a Level 2 adventurer. You're equipped with a very sharp sword and studded leather armor. You're also wearing a fine tabard, a stylish cape, and a lucky sheath. You have found a wooden key and a rusty key.
You have an amulet of magic arrows.
You have 52 crowns.
Loot collected:
tiny ruby (3 crowns)
wooden statuette (3 crowns)
pouch of coins (5 crowns)
pouch of bronze coins (2 crowns)
bronze bracelet (2 crowns)
bronze bowl (2 crowns)
small pearl (4 crowns)
bronze bracelet (3 crowns)
tiny ruby (3 crowns)
Total value: 27 crowns
> You take the ball
(putting the remote control into the plastic supermarket bag to make room)
Taken.
> You examine the ice
Supreme scoops sprinkled with sprinkles and swirled with fudge, spotted with chocolate chips, topped with whipped cream and bright red cherries.
> You look at what you're carrying with you
You are carrying:
a lizard whistle (being worn)
> You examine rose quartz
The heart is made from shaped and polished translucent pink rose quartz. It fits nicely in the center of your palm and feels pleasantly smooth.
> You look out the window
(the window)
You find nothing of interest.
> F.
The hallway light provides the only light in this dark room. Your eyes adjust and your nose comes alive with the many different scents inside. The first smell smells like He does sometimes -- like growing things, like the outside. It's too strong for you and it causes your nose to wrinkle involuntarily. The next strongest smell is a fresh, clean smell that must be some kind of water. You know by the third smell that this is His place, because He has marked it. Mixed in with that territorial odor are lesser notes that smell like all sorts of yummy things. You're so glad he marked the area so you'd know where they are! It's odd, though. You look around but don't see a litterbox anywhere.
Instead, off to the right you see what looks like a very long water bowl. It has sides so you can jump up on it and take look inside. It smells like that water smell. Opposite it is a fat water bowl, where the territorial smell and the yummy smells come from. You could jump up on it, too. Right beside you are wooden boxes, and on top of them is a tall dark window.
You see your reflection peeking down at you from the window, green eyes glowing in the dark.
> You put the shield in the river
You put the heat shield in the lava -- it floats on the flowing lava, and seems easily able to withstand the heat. You hold onto it so it doesn't float away.
> You see the mist
The eldritch vapors stare back at you with translucent curiosity.
Giggling with mischievous Glee, the eldritch vapors clutch your legs and cover your eyes with their luminous hands. The ground falls away beneath your feet as the foggy fiends lift you high above the treetops, scatter your possessions and carry you screaming into the night.
You come to your senses empty-handed and aching all over.
You're standing at the summit of a high, barren hill. Looking east, you can see Witchville Village nestled among the trees. A narrow trail winds down the north side of the hill, towards the river.
Crowning the hill is the stump of what must have been a very large and majestic oak tree. An opening in the stump leads down into darkness.
> You look at the brick
A reddish-brown brick darkened by smoke, and pushed forward from its position among the others.
> You go northwest
You stand on the deck of the boat, just to port of the aft
stateroom. Its roof curves across the boat, and a ladder leads to the roof and then to the flying bridge. Beside the ladder, windows open into the stateroom. To starboard is the rail, standing sentinel between you and the cerulean water. The boat runs beneath your feet from the north to the southeast.
Carl, hands in pockets, is standing here, obviously on his way to somewhere else.
Bill arrives from the southeast.
Carl climbs up the ladder and is gone.
Ashleigh arrives from the southeast.
> Go down
You drop down from the shaft.
Your footsteps squelch in this stale, cramped space. The cobwebs here glitter with moisture and silk-wrapped things. Flies flit through your lamp-light, disturbed by your movements, gathering on moldy plates and slime-encrusted piping.
A pitch-black shaft gapes above you. The lights of the service lift glow to the west.
A rickety ladder and a kitchen stool provide access to the pitch-black shaft.
> Go east
Friendly vibrations can be detected from the southeast.
> You go north
What should I do?
What do I do at the Reserve Bank?
> How do I get into the Maintenance Closet?
How do I get to the Reserve Bank Atrium?
How do I get into vehicles?
1/14: Only authorized personnel can enter the maintenance closet.
2/14: You'll need to find someone who is allowed to enter the closet.
3/14: Oh, and you'll need to find a way to convince the door's palm lock that you are, in fact, them.
4/14: Remember the contact lens?
5/14: Do you really want me to get more explicit?
6/14: Oh, fine. If you've found your target, try talking to him about his job.
7/14: He needs to replace his jacket.
8/14: You'll need to get him a replacement.
Press SPACE to return to the menu or H to reveal another hint.
> You examine chef
A thin and almost rubbery-looking woman with bulging eyes.
She's standing in front of the ceviche menu.
> Inventory
You are wearing your trenchcoat, your clothes and your wedding ring; in addition, you have in your hands an animal's skull, a keyring, on which are four keys (an old-fashioned brass key, an old-fashioned iron key, a key to the house and a key to the cellar), a newspaper and a broom.
The pockets of your trenchcoat contain a letter opener, a strange metal flute, a puzzle box (which is closed), a flask (which is closed), a slip of paper, Michael's faculty card, a bundle of soggy pages, a silver locket, a family album, a flashlight, a book of matches with six matches left, a torn journal, a typewritten notice, a lantern, your umbrella and a towel.
> You take the doll
"You know," says Verdeterre, "that doll gives me an idea. Better take it along."
You stuff the wooden doll into the sack.
The rising water has reached your ankles.
> Vaxum elise
You speak the words, and Elise just changes. Her scowl turns to a smile. Her arms uncross. And all she can talk about is the games she loved, and why she loves them, and how hopeful she is about IF as a form. And she's only talking to you; it's like nobody else matters. And people wonder why you still do magic.
> Go north
You open the door to car 6.
Car 6, the last car
This is a tiny car-- a classic caboose, except it isn't red, and it doesn't have a potbelly stove. It's pretty much a lounge for the conductor and his assistants, except the conductor is conspicuously missing.
You can see a train schedule, all of the passengers and a tool chest (which is empty) here.
The door to the car junction slides shut.
> You drop andouillettes
Which do you mean, the Andouillettes Recipe or the cooked andouillettes?
> You ask the people about hitler
You have to save this party before you can participate in the idle chat.
> Go west
You are now in the center of the EAST-West running rehearsal hall. There is a wooden hatch on the floor
The guy is standing by your side
> You look at the wolf
The wolf looks rather emaciated. Eating the berries should take care of that; now all you have to do is heal its wounds. Maybe those leaves will do the trick.
> Go west
You wander between plots: what catches your eye this time is vines growing tablet-like medicinal berries.
You stand at the eastern end of a shallow rectangular pool -- no doubt part of the reason the air is softer and more humid here than it was outside. The Embassy is just west of here, at the far end of the pool.
If you look down, you catch the reflection in the surface, and a number of small red fish swimming around, in formation, making symbols which you cannot read.
> You go to the north
As you near the steps, you hear a thunk and the floor shifts under your weight. A trapdoor opens and you tumble down....
You are in a damp dungeon cell. Sunlight comes through a small square opening in the ceiling. There is nothing here except the pile of straw you landed on and the heavy wooden door in the south wall.
> You ask the man about Tower
He slows down once you've gotten his attention.
"It's a beautiful building, yeah. But I guess you get used to how beautiful it is after a while."
> Go upwards
Top of Stairs (Q. Pheevr)
You are at the top of a staircase, which leads down to Landing at the Bottom of Stairs (Mark Sample). An archway leads east.
On the north wall is a round white wall clock.
For some reason, there is a dilapidated kitchen sink standing against the west wall.
> Wait
Time passes.
The molten metal cools, the pyramid gilded, and the fires in the forest below are dwindling.
The serpent is entirely dissolved.
Where it once towered, poised to consume the world, something else now uncoils and flickers.
> You show the mouse to Beatrice
(first taking the toy mouse)
You grab the mouse. Horus perks up. "The enemy! Send me forth to destroy the foul creature!"
The toy mouse pays no heed to Beatrice.
[New topic for the parrot - Destroy]
> You dig the cave
You won't get far without something to dig with.
The fox chases around your feet for a moment. It seems to be watching something you hold.
> You look at Isole
The label on Isole Perdute claims this crisp white wine is intense, complex, balanced, and most of all, enjoyable.
> You go north
No common bailey, but a garden with walls trellis-wound. Its master hauls herself from bed to bed, throwing her tendrils out to drag her leafy head across the ground. That would be Jenny Lettucehead, the castle gardener extraordinaire. Here you're in her domain, patches plump with young cabbages.
Her vines caress two cabbages gurgling in the dirt.
Northward, below a balcony, a door opens into the balance gallery, and southward are the gateway and drawbridge.
> You examine Beast
The beast has found you.
A pale gaunt man in the shredded ruins of what must have once been the ship's uniform stands in front of you. Choose your next move carefully...it may be your last. You can't run!
> About yourself
You're wearing generic, comfortable and inoffensive clothes, which have enough pockets for a modest inventory.
You hear a MENSA-y yesman encourage someone to repeat himself.
> You get on the tuna
I don't know how to get on the bluefin tuna.
[ Your Stamina: 10        Bluefin Tuna: 38 ]
> Inventory
Intentions:
the take intent
the clean up intent
the explore intent
the block intent
the fold intent
the play intent
the wait intent
Other possessions:
a detector
an intercepted communiqu��
> You examine the notepad
The notepad is a collection of dry cleaning tickets. You give your order, someone writes it down on the pad and then hands you the ticket. This high-tech system is supposed to limit the chances of you picking up someone else's laundry.
> You examine the sceptre
Formerly belonging to Queen Ingratitudina the First (so he said), only slightly bent where she used it to strike King Cophetua.
You reacquaint yourself with its appearance: Studded with measly turquoises and semi-precious stones.
> You look at the web
Not a pretty, symmetrical spiral web like you see in nature magazines; this is a tangled, ugly mass of dull gray threads spun in every direction, the work of some careless, inebriated arachnid on a weekend binger. Way back in the corner, almost buried beneath the disheveled strands, is an old-fashioned iron key.
> You open the safebox
Done -- it's open.
> You examine the branches
You are not sure from where these branches have come from. They are quite long and all squiggly and in a big mess.
> You lie on the altar
You get onto the stone altar.
You lie down, settling your body into the impression and your face into the cavity at the end. The milkweed leaf mask protects your face from the strands of orange slime that you belatedly notice fill the cavity. Is it even you doing this? It feels like the most natural action in the world.
As you press your face deeper into the cavity, your vision warps. The world seems to fold and buckle: what was convex becomes concave and what was concave becomes convex.
The altar wobbles and inverts, giving you the bizarre sensation of lying atop a smooth green hole that floats in midair. Deeper within the hole is a shelf of green stone with something resting (how?) on it.
> Go south
The center floor is a pandemonium of human activity. Machines flash a garish array of lights to beckon them closer, competing with barkers calling out the inscrutable results of their games. Crowds fed from
the main entrance to the south swarm over the floor, peeling off to join games or just to socialize in the cacophony. A less crowded area of the floor lies to the west, and a hallway leads east.
At the north end of the room, kept apart from the gaming tables, is an imposing door.
The guard continues to play the slots, intent on the false allure of riches.
Unnoticed by the crowd, a half-dozen humans in sleek black suits mix through the room and arrive at the door. Ignoring the guard, they unlock the door and quickly close it behind them. In my line of work, I've come to recognize the look a person, or even a human, has when he's carrying a weapon he intends to use. Even if I hadn't been able
to see them reaching inside their jackets, it's clear from their faces that they're preparing to handle the burglar with supererogatory viciousness. After a couple of heavy thumps from inside, the security team emerges with the would-be thief securely held in the center of their formation. They close and relock the door, then march the
burglar down the maze of machines, away from the densest groups of players.
As they begin to recede into the distance in the cavernous hall, I
hear the thud of something hitting the floor, some muttered curses,
and the sound of someone running frantically. It would seem that the thief escaped after all.
> Go south
When you leave the gallery, its floor rises again.
No common bailey, but a garden with walls trellis-wound. Its master hauls herself from bed to bed, throwing her tendrils out to drag her leafy head across the ground. That would be Jenny Lettucehead, the castle gardener extraordinaire. Here you're in her domain, patches plump with young cabbages.
More mewls from more nurseries draw Jenny across the courtyard.
Northward, below a balcony, a door opens into the balance gallery, and southward are the gateway and drawbridge.
> Leave
A small hallway, brightly lit by a row of Alien Tech(tm) powered neon lights. Dark wooden stairs lead upwards, and a doorframe opens east into the Living Room. A small door under the stairs lead into a storage closet. (Referred to by Paul only as "The Potter Room".)
You can see a chest of drawers (closed) here.
> Go west
You walk a short distance, but you start to feel uncomfortable, and hurry back.
You feel a strange sensation, some sort of vibration passing through your body.
The cutout laughs.
> You drop all
zorkmid: Dropped.
dusty key: Dropped.
dusty key: Dropped.
small lantern: Dropped.
backpack: Dropped.
elvish sword: Dropped.
> You get all from the shelf
tiny bottle of pills: Taken.
mauve cube: Taken.
Geiger counter: You've already got your hands full.
> You follow you
The caretaker says, "I will follow, master."
The caretaker staggers a little, but regains his balance.
> You jump to Phelim
Phelim is a wanted fugitive. You'll have to keep an eye out.