Borgupine/floyd huggingface dataset:
> You check your inventory
You are carrying:
Betsy
a dark gray suit (being worn)
a soaking wet black trenchcoat (being worn)
your fedora (being worn)
a chest holster (being worn)
your gun
a working knowledge of CPR
Betsy sings:
Yesterday was an awful day, I can surely confide!
But today is grand, here with you by my siiiiiiiide, Mistah!
You can call me glue-ooh-ooh OOH! Cause Mister I am stickin' here withyah!
No need to scrub the orphanage caf-uh-ter-i-a!
I'm here...and stickin' with who?
RUFUS AND LENNY: With who?
With him!
Toodle-oo Olivia, you aging cow...
Cause I've! Got! A new Dad now!
And holy wow! You're stuck with me now!
Out of nowhere, you hear violins swelling, and out-of-place triumphant orchestral brass building anticipatorily. What the hell?
"It's him!" shouts Rufus, pointing down the block, where an unearthly light as if from a hundred garbage truck headlights grows around the corner, casting the shadow of a thin man against the wall. He emerges around the corner, his white suit blinding in the golden light, surrounded by clouds of mist from a curb grate.
The sidewalk slab lights up as the man steps, and then the
next one as he steps onto it, only fading after it his shoes have left the surface. This can't be... you think, trying to blink the
mirage from your eyes.
The man's clothing is immaculately blinding, and his body twitches angularly as he makes his way down the block toward you.
The boys  scamper toward him and receive big hugs in turn, then the man spins on his heels and pulls up his trousers at the knee, displaying gleaming black shoes topped with white spats.
He is clearly ill in some way, and you resolve to get him proper help in a hospital if he's not your perp.
Betsy squirms in your grasp. "IT'S HIM, IT'S HIM!" screams the little girl, fighting her way out of your arms, unintentionally planting a solid size-two patent leather sole in your jaw as she scrambles down, the song forgotten, at least for now as she runs to get a hug from the thin man in white.
> You read the books
Your eye picks out a book titled, "Keeper of the Flame" by Reginald Tuchs.
> You break the bread
The loaf of stale bread breaks into bready-chunks, crumbling to nothing.
The brick cracks into pieces and falls out of its place. The bag on a string is revealed in the space behind the former brick.
> You examine the circle
Which circle do you mean, the wooden circle, or the bad fuse?
> You look around
The north-south torrent has slowed to a manageable pace here. The river is braced by steep canyon walls, so your only options are to follow the river or try swimming upstream.
A series of shrieking howls cuts through the air, ping-ponging between the walls. They must come from somewhere above. A cave maybe?
> Inventory
You have the iridescent cloth, safely stowed.
> You unlock the red with the silver
Which do you mean, the red door leading east, the red vault door or the red glass jar?
> You think
Related ideas flit through your brain: a marriage.
"I held the ball to look for someone to-- someone that I might marry," the Prince explains to Cinderella.
"I went looking for the same thing," she says, tilting her head, the way you would. "And did you find what you were looking for?"
"I am not sure," he says. "Did you?"
"He has not told me yet," Cinderella answers.
> You look at the vase
It's white with blue flowers and vines and leaves. Looks expensive.
> Go south
The office is quiet and orderly, with a large counter separating the office proper from the visitors. Two doors against the far wall are, according to the signs, the lairs of Brother Matthews and Mr. Pannus, and sandwiched between them is a massive painting of Pope Innocent III.
Kym's face is an unearthly green as she tries password after password.
The half-power night florescents gives your surroundings an eerie cast.
> You examine the lamps
The lamps are made of polished brass, with frosted green shades -- like an old-fashioned desk lamp, only mounted on the wall.
> You enter the north window
That seemed to be an insurmountable task.
> You put the Keycard in the box
You put the red keycard into the coolbox.
The red keycard is cold.
> You examine the lift
The lift is closed.
> About yourself
You feel, unsurprisingly, like a building fell on you, and you're sure that your appearance matches the feeling. Constant tremors run
through your hands, and it's an effort just to stay standing. But there doesn't seem to be any blood, and that's something.
(You can also think about many things, such as THINK ABOUT
yourself.)
You are wearing a striped red tie, a rumpled white shirt, some pair of black slacks, and a gold wedding band.
> You ask Tyrone about the shoelace
You say, "Tyrone, tell me about the shoelace."
Tyrone says, "Um... I don't know what you mean... it's just a shoelace."
> Burn seeksorrow
The paper doll is unable to do that.
> You go east
The humble flower shop has been transformed into a military command base. A large tabletop map of the town has been set up where the discount gardenia bin used to be, and a clump of officers surround it, gesturing at the diagram and shouting at each other.
Jenny Yoshida is sitting on the stairs, looking miserable.
> You go west
Holding the strange device out in front of you, you trudge ahead for a few minutes, until the rate of blinking slows down.
The device begins vibrating in your hand, as you nearly trip over something buried in the snow.
> You look at the gun
Nickel-plated. Shiny.
> Inventory
You are carrying:
a vaccine sample
a tiny sleeping man
a kumquat
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 15.14945, POW 20.9361, INT 12.9797
a flowing scarlet robe
a humiliating outfit of puffy white jacket, chronometer, grey undersuit, shoes, and socks
> Go north
(The maintenance access hatch slams shut when you release it to move.) 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 all of the passengers and a tool chest (which is empty) here.
The door to the car junction slides shut.
> 23
You have 20 minute(s) until The Project is activated.
> You check your inventory
You carry a sizable piece of bark between your teeth. You are also quite hungry, and covered in pale ash.
The wind blows south.
> Go west
The rooftops above you lean so close together as to nearly block out the sky altogether, making this a particularly dark and unpleasant section of the city. The street leads away to the east, and a shadowy driveway leads through a high brick wall to the south.
Michael hurries to catch up.
> You take the mouse
That's not detachable.
That's not detachable.
> Y.
"Well well," whispers Chris. "Quite a score, thief." You arrange to meet tonight.
***Chris the Paladin has joined your party.***
Type LOGOUT to continue.
> You remember the model
...
The Count was standing in the library, tinkering with the model; Marie was bent over it as well, instructing him about what to connect where.
"I will never understand," he remarked to you, "how it is that she has such a mechanical mind. Not the least interest in diplomacy..."
"It is my cold heart, Papa," she replied, tossing aside her clockmaking tools.
"It is done?" he asked her.
"Put the light in," she said, "and then make it go."
You turned away. "Stay and see how it works!" Marie called after you.
"Sorry, infant, the road to Paris is long..."
...
The model universe clicks.
> You go west
You pedal effortlessly.
Miffyland, the student ghetto (on Lunar Lightning)
This small residential neighborhood is a mix of old quasi-victorian houses subdivided into apartments, and more recent larger apartment buildings. Many university students move here after their time in the dorms, and on summer nights the porches are full of young people taking a break from their studies with the traditional libations of beer and weed. State Street is north, and John Nolen Drive is east. The bike trail continues southwest.
You lived here yourself about fifteen years ago, first on Doty, then on Main. The late 90s. You can date it perfectly, because you remember you owned a Playstation and your neighbor owned a Nintendo 64, and you traded back and forth. The first Metal Gear Solid, Goldeneye. Beers at the Main St. Depot, jamming piano and acoustic guitar with your roommate. A beautiful blond haired girl who lived at Nottingham co-op.
> You take the stick
You pick it up and it takes two hands.
> You look at sludge
The black sludge is burgeoning out of what used to be the drain.
> You go to the southeast
The head of the serpent is in sight. Travel around the palace to
the northwest or southwest. The palace and its barrier lie directly to the west.
> You put the bar in the keyhole
(first taking the iron bars)
Those are not something you could put stuff into.
> You go northeast
Malign Tunnel (Damon L. Wakes)
The space beneath the boiler room is damp and narrow, little more than a dogleg corridor set into the earth. Something about its shape, its proportions, is deeply unsettling to you. There is a rusting iron ladder leading to the floor above, and a green door leading to the southwest, its paint flaking onto the uneven stone floor. The curving brick walls on either side of you arc gracefully inwards to form a vaulted ceiling. You would be able to stand comfortably were it not for the pipes that stretch like tendons above your head.
A phantom trolley stop sign reads Black Line -- Underground.
> You get the tapestry
The tapestry is hardly portable.
> You fold
You fold.
The round is over. Now to see who won.
The old troll shows his card. It is the king of rocks.
The tall troll shows his card. It is the six of rocks.
The old troll wins the round.
The tall troll gives 1 gold coin to the old troll.
The cards are put back in the deck. The old troll picks up the deck of cards and shuffles it. He deals four cards face down on the table. He grabs one card for himself and the two other troll each grab a card. The last card is in front of you.
The old troll says, "Ur, if you want to play, take the card. If you don't want to play get off the rock."
> You ask Wiggins to steal the keys
Wiggins says with wounded pride, "Sorry, guv. Me and Mr 'Olmes has a deal. One shilling's me price. Nothing more. Nothing less."
> You search the upper drawer
The upper drawer is empty.
> Unlock Honda with hanger
You slide the bent hanger inside the window, assuming as best you can the posture and mannerisms of someone breaking into their own car. Eventually the hook catches on something. You tug, it clicks, and the car door is unlocked.
> Inventory
You are carrying:
an insulated flask of argon gas
The bottle of vacuum lies slightly to the east.
The chest of solid gold lies slightly to the south, far to the west, and far below you.
The sealed kettle of liquid toluene lies far to the north, far to the west, and far below you.
The flask cracks and pops a bit as the pressure inside builds up.
> You examine fifth
FC: Cryolink already established to Iris.
The circle has some lettering on it which says KLA.
> You attack the vasili with the hammer
"Boy, this sledgehammer is unwieldy," you think. "You would have to be a maniac not to notice how heavy and clumsy it is." You lay it aside before Vasilii can see how unsuccessfully you use this weapon. Vasilii raises a butcher knife. You raise your shield and deflect the blow. The butcher's knife is loosed from his hand and disappears.Emboldened by your lack of response, Vasilii lunges at you with his knife, and skewers you through the heart.
Dead, Dead, Dead
*** Having died, you have lost your place in the royal succession. ***
Vasilii doesn't dance for long. He soon sets to searching through your belongings, taking every weapon and every scrap of food you have. He takes your mysteriously transformed fork and puts it in the road leading to the mountain. The fork sizzles and sparks, then explodes into a shimmering doorway. Vasilii passes through the doorway and emerges through an identical door that has appeared just outside of the forest. Using the Firebird's feather to light his way, he plunges into the forest to hunt her down.
> Wear helmet
You put on the bronze diving helmet (with oxygen tank attached).
> You examine Cabin two
The rustic motel cabin may have been attractive fifty years ago, but time has not been kind to it. Its paint is weathered and peeling, and the siding is warped. A tarnished brass number '2' is nailed above the door.
> You feel the wall
(the cleaner rectangle)
You feel nothing unexpected.
> You tie the rope to the hook
You wrap the rope several times around the iron hook. It isn't much of a knot, but maybe it will hold.
> Go south
This is a prep and emergency treatment area for the emergency ward to the east, which is locked. Triage is to the west, and a door leads north. The ER is presently unused, and lies empty.
You can see a tissue generator here.
You can go north to Hospital Elevators and west to Triage from here.
There is a Public Surveillance Notice here.
> You examine Holly
She's a green fairy, and not the kind you see after too much absinthe. Or in your case, exactly the kind. She haunts your dreams less frequently when you're sober.
Her long olive hair is half-falling out of her bun, and her apron is covered in a brownish food product. Her wings, two large sprigs of holly, remain delicately folded.
Also, no ring. Maybe she didn't move on.
> You put the nut in the rucksack
She drops the purple nut with thorns into the leather rucksack.
A dry black leaf drops down on Lornedei's shoulder. With a grimace, she flicks it with a finger to get rid of it.
> You look around
Still. The wind has all but stopped. Steep, white hills tower on both sides, blocking you in. The monastery looms in the north.
The figure moves rapidly. Black against white.
The horse nuzzles up against you, eyes blank.
The cracking sound is joined another: a more diffuse sound. A rumble.
> 2
He says: "Just head down those stairs to the north. I'm not sure why the almshouse is so close to the crypt; it's rather eerie..."
> Thespia
The lighting dimmed and a foggy mist formed. Shapes coalesced in the vapor and appeared to solidify. The real world, in turn, became translucent and strangely dim...
Through the window crawled a dark figure. As the figure stood and stepped into the light, Dunamei recognized the boy, Nortoche. Events had certainly seemed to play out as he had described them, the protection ward had been missing from the window. Dunamei suspected that Princess Cylest truly was involved, as the boy had claimed. Of course there would be no mention of that when this was made public. Nortoche had a history of trouble and would be held solely responsible for this break-in. It was always so when royalty's indiscretions came to light.
The lighting brightened and the shapes faded as the mist vanished.
> You use the phone
You pick up the receiver and attempt to make a call, but there's no dial tone. "Of course the phone wouldn't be working in an emergency," you sigh.
> You examine the stove
There is a thin layer of dust on the stove; further evidence that this room is not used much. Continued inspection shows that the stove does not even work. You wonder if John is aware of this or if he even cares. On the stove you see a big pan.
> You open the door
Swallows soaring and tumbling, the flowerfall of cherry blossom petals, a wind that needs no kites to augur good fortune. The paths you take are your own, now, no matter what jealousies you and your brother exchanged, knotted too deeply to be disentangled in past dreams.
You leave the tower behind you, no longer trapped by the tyranny of moonlight. The rest of your story is your own to tell and cherish, as you walk past the tower's broken boundaries and into the rest of your awakening.
> Pet rat
You run a hand across his soft back, and he arches it, cat-like, with half-closed eyes.
> Topics
I could talk to Leah about Leah's dad, us, remembering, Leah, painting, being
miserable, the discovery, theater, feeling, crying, myself (Ayumu), pain or
home.
> You look at torn
(the torn journal)
It's a slim little book, no bigger than your hand, bound in imitation leather. The mice really have been at it; most of the pages have been chewed away.
> You look at the stick
A straight piece of green tree branch, thin and flexible.
> You kill the crack
This seems futile even to Conan.
> 3
"Do we hear nothing as yet of the noise of the gravediggers who are burying God? Do we smell nothing as yet of the divine decomposition? Gods, too, decompose. God is dead. God remains dead. And we have killed him."
[1] We? What do you mean we? Leave me out of this: I'm not going to be accessory to this murder.
[2] Sorry about the smell; I think I stepped in some unicorn muck back there.
[3] (listen patiently)
[4] (leave)
> Up
This is a dark, stuffy passage. A ladder leads down into a dark pit and the south wall seems to be a slightly askew door of some sort.
> You examine Channelworks
Hydra Aquifera, pride of the district, cathedral to Knowledge
and Power. Stunning bas-relief adorns its architecture, and the Bilious Canal flows from its mouth.
> You look at the paperback book
>
> You ask Mary about Lazarus
Mary seems rather pre-occupied with the complicated business of being a newlywed. It would be a shame to disturb her.
Clopas reaches for his cup just as a guest decides to offer her congratulations. Clopas sets down his cup again, reluctantly, to do the polite thing and exchange some small talk with the guest.
> You wear the suit
(the clean hazard suit)
You clamber awkwardly into the suit. It takes you several minutes to figure out how to get your hands into the gloves at the end of the sleeves without having to zip it up first, but after some struggling you are completely suited up. You check all of the airtight zippers and make sure that the filter is letting you breathe properly. You feel clumsy and big, but you should be protected from all but the most minute contaminants. Unless the suit tears, of course.
> You put the serve on agent
I give the serve intent to the agent, who now vaguely intends to
serve.
The reporter demands to be let into the conference, but the agent
moves to block the agent's path.
> You take the dress
You hold the dress in your mouth.
> You show envelope to Juan
"Fantastic."
Juan checks his fly.
Claire Prebo goes north.
> You examine dad
Mum was accepting, but as he marched you on the field that day you had some small inkling he might be less than happy.
> You put the slippers in the hourglass
You put the slippers into the contraption; predictably, it squinches down, passes through the narrow neck, and emerges from the other end smaller than it was when it went in.
> You look at your surroundings
You survey your one small room. The kitchen alcove has a refrigerator, a sink, a stove, and barely enough space to stand between them. One wall projects out to form a counter, with a cupboard beneath it.
The cupboard is open and bare.
You see a trace of sand lying here.
The rest of the place is mostly filled by your futon, and the computer desk in the corner. The bathroom alcove is across from you, and the closet next to it. The stereo sits on a cardboard crate. A broad mirror tries to make the place seem twice its size; it halfway works. One window, whose shade is down, and the front door firmly shut.
The place is still too dim, except the corner where the desk lamp is somehow too bright.
Your luggage is piled untidily by the door. A potted spider plant sits beneath the window.
On the desk are your to-do list and a travel book.
You can see an inch of sand lying in the living room.
> You remember the sea
You remember looking down at the sea, and all you could think about was what it would be like to jump in. It was a really long way up, and you weren't scared. There was no fence on the side of the cliff - it would have been so easy to just dive down. You knew you wouldn't do it, but you couldn't resist thinking about it.
Usually you wouldn't want to be asleep when you feel in danger, but you've somehow ceased to care. You could do with a nap.
> You examine the square
There's a largish square up in the ceiling on one side.
> You examine the obelisk
The obelisk measures about two feet square at its base, narrowing slightly as it rises a good fifteen feet to a bluntly pointed tip. An iron ring is embedded in the stone high up on one side, about two feet from the top. Dense, twisting hieroglyphs cover all four sides of the obelisk, although they are too worn to be read clearly.
In the distance, you can hear the lonesome keening of a train whistle drifting on the wind.
"We really should be getting on to the house, don't you think?" asks Michael. "It's a bit rainy out."
> You go
On the sixth day, one of your men calls down to the deck. "Sail to lee!"
"What sort of ship is it?" you call back, as you search with your spyglass.
After a minute, the sailor calls back, "She looks to be a Gaulish sloop-of-war, sir."
A sloop-of-war. . . That presents you with a difficult choice. A sloop carries no more than 20 guns, and often fewer. What's more, a sloop's guns will be of lighter weight than those of a frigate. If you had a full crew, you could easily capture her. But with only a prize crew at your disposal, the sloop would have a much greater rate of fire and substantially larger number of men.
How do you want to handle this?
A: Engage the enemy sloop directly.
B: Attempt to capture the enemy sloop through a clever ambush.
C: Avoid the enemy sloop--it's not worth risking the more valuable prize in a battle that would likely go badly.
> Inventory
You are carrying:
some greasy sheets of wax paper
a clunky old computer monitor
a latex glove
some Breaking Bad DVDs
a flashlight (providing light)
a filthy pillow
a Ziploc bag (open but empty)
a hooded robe
And you're all greased up.
> You enter the pod
You get into the pod.
LOGAN://"Want me to speed you somewhere, Ektor Mastiff?"
> You break ampoule
You break open the ampoule. The etherium is released into the room. You see everyone but Holmes pass out.
> You examine the heads
The ranks of stately busts receded into the gloom in all directions. Those on the headestals nearest me appeared to depict the March of Progress: I had fallen against the headestal of a stern King. To the left of the King's resting place, I saw a famous Prime Minister, stately and opulent, and beyond her a modern Head of State...and to the right, a scarred and tattooed Witch's head, and on the headestal beyond that primitive wise woman...a place even for an ape, some antediluvian chieftain.
The oddest thing, in a gallery of historical busts...all their eyes were closed.
> You search the ceiling
The ceiling looks like it is made from stone, just like the rest of the vault. There are some fine cracks along it.
> Go northwest
I guess the paths aren't a mirage...
This ancient castle now lies in ruins. (There do seem to be quite a few of them around here, eh?) All that remains of its once-proud ramparts are dust and rubble, and an occasional stone block. A path leads away from the ruin to the west. To the east: unchartable desert. Sitting on one of the stone blocks is a large green frog. Something about it catches your eye.
Tiffany enters just a few steps behind you.
> You check your inventory
You are carrying:
the Mario's hammer
the Oculus Room key
a foam rubber chainsaw
the Darkiss' dentures
You also have:
the power of "Resident Evil"
the strength of "Street Fighter 2"
> You put the attuner in the compartment
get the attuning set only to disrupt its fortune matrix in some
kitchen appliance.