Borgupine/floyd huggingface dataset:
> You ask Stephen about the stick
"A walking stick is a rather useful item, I must say. I simply could not tell you the number of times I've been glad of having a nice, stout staff on hand while walking across the downs."
> You open door
You touch your finger to the lock. It grows gently warm as it reads your print, and the door clunks heavily.
> You look at the sign
It reads, "The skull scraper is a fastidious creature that prefers raw food but detests sloppiness."
> You open it
You open the box, revealing an important paper and some gold coins.
> Go downwards
I can't go that way.
There is an exit leading out.
> You examine the bench
The sturdy green bench stands about a foot tall.
> You describe your surroundings
This elevator has a sliding door to the east, next to which is a control panel, with buttons labeled UPPER LEVEL, LOWER LEVEL, DOOR OPEN, and DOOR CLOSE, plus a red knob labeled PUSH TO RUN/PULL TO STOP. The knob is currently pushed in. The door is open.
Your boss Mr. Teeterwaller is here.
Mr. Teeterwaller seems to be lost in thought.
> You give the gift box to Aylene
Aylene receives the box and looks at the vaccine sample for a moment. She looks at you -- surprised, a little concerned, perhaps?
Then she faces her audience and begins to speak.
"
It's not unpleasant to see Kruger grilling Valenti for a bit, rather than you. Though there's plenty of grilling to go around.
"It was always a bad idea to invite them to Earth as our inferiors," says Valenti stolidly. "I would have arranged things differently if I had been the ambassador at the time, but I do believe this is the best thing David could have done with the options available to him."
"The idea that the Colonists work in collaboration with human scientists will not be received well at home," says Kruger.
"To understatement," Valenti replies, lifting his glass. He is drinking an anise liqueur he favors. You and Kruger watch him take another yellow sip. "Are you going to change the deal? I should warn you that alteration to a contract is viewed with extreme disfavor in their society."
"Which is why you and David should have followed my advice in the first place!" Kruger yells. "I pulled Yamashita because she expressed reservations of conscience about what I was asking her to do, and I pulled you because I didn't trust you to follow orders, but I never thought David would go native on his first day there. What's wrong with you?"
Valenti frowns into his glass, swirling the ice around. "With respect, sir, you a few hours on Aleheart itself would have been enough to change your plans."
Kruger's face gradually loses the beet color. "We gave the matter a great deal of thought," he says. "Thought, study, polls, moral consultations. Also prayer, meditation, even a tarot reading or two, I'm told. Those were off the meeting record and on a strictly individual basis. But there is a female member of the commission who claims that a good tarot spread focuses her thinking."
"There are things you cannot reason out," Valenti says. "When you're face-to-face with the colonists, you see how much they long to be back on Earth. They are afraid of our bad opinion, conscious that they are our descendants, and embarrassed by how primitive we seem to be. But they are also infatuated. There are some dissenters, but most would do whatever they could to be with us again. They will bend themselves to fit Earth. We do not have to force them to do anything."
Kruger glares out the window. He does not say anything.
Valenti catches your eye and raises his glass in a small salute.
> You examine table
By cupping your hand to block the light and leaning closer to the window, you can just about make out the outline of the radio and the table it's on. The unlike the one in the living room, this radio can
be used to talk to people too, like the ships.
> You examine the foundations
The broken rubble is all that remains of whatever building once stood here.
The cold wind blows harder, tugging at the hem of your trenchcoat.
> You go north
This is the base of the northwest tower of the castle. A winding staircase leads up into the tower itself, and passages lead from here to the east and south.
> You point at it
A small beam of green light lashes out over the small module labeled 'Aetheric Amplifier' as Triage's screen lights up:
CAT:UNKNOWN/UNLI
STED.UTIL:NOT.AP
PLICABLE.PART:NO
NE.ITEM.IS.NOT.R
ECOGNIZED.BY.CUR
RENT.SYSTEM.STOR
E.REQUIRE.ADDITI
ONAL.INFORMATION
> Go south
The monkey trails faithfully along behind.
The stone tunnel extends from east to west here. Another passage leads away to the north.
The monkey is crouching at your feet.
> You search mirror
It is dark and clouded.
otherwise too dissimilar to use."
> You examine the axe
The axe look sharp. Unfortunately it is covered by poisonous thorns.
> You wait
Time passes.
The lockpick's status dot fades to pure green, and flicks steady blue.
The door slides open, and daylight spills over you. So does a sharp buzzer; and, moments later, three armed guards.
-- glaring light...
[Hit any key.]
> You look at the counterweight
It is made of a stack of heavy metal bars, bolted together and pulled up and down by cables. It has a broad upper surface with a small hollow.
> You set the timer
You can set the timer's green dial or its blue dial.
> You ask Liam about the widget
This is awkward.
Your assignment was sudden, and you have only the phrases you learned on the voyage by skulking outside the engine room. You are therefore restricted to a) insulting your listener's parentage, diet, and sexual practices, or b) suggesting that he is damaged in the antigravitic propulsion unit.
It would be dangerous to let on that Earth sent a diplomat who doesn't even know the language, so it is best to rely on gestures and silence until you can (quickly!) finish a linguistic hypnosis program.
> You go to the north-east
A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southwest, northwest, up.
> You examine tag
The tag on the lobster bib reads:
10% COTTON
"Premium cloth goods for
restaurants and ritualists"
> You look at the stone
(the stone blades)
Sharp spires rise directly below you -- some chance result of dripping minerals and flowing water. If you try to descend farther, you'll slip and probably fall into them.
> You enter the machinery
(the celestial clockwork)
That's not something you can enter.
The undressed stone of the walls scrapes at you as you move, which is an extremely unpleasant and distracting sensation.
The grumbling of machinery catches your attention.
> Go upwards
Bubbles lazily develop and combust in a lake roiling with thick acidic sludge. Its shoreline is littered with corpses and ambiguous organic detritus. Your eyes sting and your brain throbs from the noxious odor.
One skeleton, arm outstretched, fingers clenched into a fist, seems nearly to have climbed free when the acid claimed its life.
Emerging from the lake's corrosive mire, its broken orb half-sunken, is the sun. A bridge molded from crushed bodies leads toward it.
> Blow
You blow out the onion's tearjerking odor. All the chefs blink and sniff, then resume their duties. They're single-minded creatures, these sardines.
> You fill bucket
(first taking the wooden bucket from the burlap sack)
You fill the bucket from the swamp.
> You examine the red door
The door is off to the EAST. Painted on the door, faded but still readable, are the numbers "22". You're pretty sure that's the door the guard was referring to.
> You go east
Here on the north wall and the south are paintings of historical events from times past: the assassination of King Elzibad in 1248; the arrival of Princess Lucrezia from the Italian State of Medici-Credenza in 1545.
The gallery goes on, echoing, both east and west.
> Go east
The ruined abbey stands before you, imposing even in such a state of decay. Through the grand arch to the east, you hear some awful music and see the glow from a large fire. Westward leads back into the gloom. A poster is blowing about in the wind.
> You take the lens
Dr. Singh fishes out a lens.
Taken.
From experience, Dr. Law, this should increase the remote's power by
5 jigawatts.
Dr. Singh is breathing heavily.
> You eat the cake
(the green-white cake)
You finish eating the green-white cake.
Honestly, Julia was a little over-generous with the slicing there.
"This is good. Is this basil? That's so clever," Francis says, already more than halfway through a generous slice. "I think I'll have some more actually..."
> Go southwest
This is a soothing, white-walled chamber with soft rounded surfaces, much like being inside an egg. From your knowledge of Ancient social mores, it's likely to be a personal cleansing area. There is a blue lens embedded in the western wall, with a placard above it, and a white vat standing opposite it. Round curtained apartures lead northeast and southeast.
> You close the door
You close the real estate office door.
> Punch beverly
You two prefer more subtle ways of expressing your rivalry.
Beverly smacks a ball across the court.
> Go downwards
The chasm probably leads straight to the infernal regions.
> Inventory
You are carrying:
a smoke bomb
a packet of canine motivational treats
a battle helmet (being worn)
a time bomb
a tactical armor (being worn)
a laser caltrop mines
> You examine the klaxon
This klaxon is attached to the ship's alarm system; fortunately, it's silent now. There's a small black button on the side of it.
> You ask Ping about Cheng
"What's the skinny on your boss?" you ask.
"Cheng Ling Shu is a great and wise man." is Wang Ping's reply.
> You get the tin
You're carrying too many things already.
> You note the pot
You've already made enough observations to have Nikolai's place condemned. One more note is just another nail in the coffin.
You write, "Clean the spaghetti pot" in the notebook.
[Nikolai's sanitation rating has dropped two points.]
> You go south
South of the junction with Market Street, Cornwallis Avenue becomes the London Road, and its character changes to match. The area looks grubbier and slightly more run-down. For the most part the road is lined with parades of uninviting-looking shops with blocks of flats built above them. Incongruously, the Fairfax Hall occupies one block on the east side of the road. The road itself runs north and south.
> You examine the hole
You shrink back from it!
> You go west
(first opening the wooden door)
It seems to be locked.
> You show candle to Kingfisher
It's a violation of my organization's charter, as well as several important treaties, to offer any assistance to Kingfisher.
> Dream roof
You are already dreaming that you are standing before the strange house in the woods.
> You examine the chute
It leads down into darkness, possibly meant for laundry or garbage, possibly for something else.
> You hit the padlock with the flashlight
(first taking the flashlight)
(slipping the keyring into the pocket of your trenchcoat to get a hand free)
You can't get in a good blow with the flashlight; you need something heavier.
> You look at the meteorite
What other kind of rock would be sitting in the middle of a crater like that?
> Go upwards
You travel directly through the ceiling, and emerge on the other side...
You're in an old, musty attic. The only exit is a trap door, which
is closed. There's junk all around the room: old furniture, boxes of books and papers, and several storage trunks. One particularly large storage trunk is standing on one end near the trap door.
Sitting on the trap door is a silver ring.
You hear several voices in the distance saying things like "where did it go?" and "I think it went this way!" The trap door flies open. As it does, the ring sitting on the trap door tumbles down into the hall below. The group of people scrambles up through the trap door and into the attic; the trap door swings shut again.
> You wear the pyjamas
(first taking the pyjamas)
You remove your LRMT uniform. You put on the pyjamas.
> You go to the north
Angela followed me through the north door.
This was obviously the master bedroom; it was huge. Even with a large double bed and a heavy chest of drawers taking up much of the floor space, a great deal of bare carpet remained. The door out was to the south, and a second door led west.
On the chest of drawers was a family photo.
Angela stopped beside me.
Obvious exits: South, West
"What do you expect to find in here?" Angela demanded. "You've already shown me the radio!"
> Go northeast
shore. The waves lap gently on the beach. All manner of marine life thrive in the pools the craggy rocks create.
Return to the pond by walking southwest back into the forest.
Your little otter friend squirms impatiently in your arms.
> You examine the drawers
All but one of the desk's drawers are locked.
> Go south
The tunnel turns from north to west here, but the passage to the west is too dark to see where it goes.
You take another step and slip on a piece of paper.
> You go to the south-east
You are at the entrance to Fort Griffspotter, which lies to the east. A trail leads along the river bank to the northwest.
> You hold the door
The huge door is currently out of reach.
As the huge door opens completely, the mechanical growl abruptly ceases. You notice a glint of light near the bottom of the door.
> You go west
A long, cross-beamed room, originally washed with white, though smoke has tinged the walls above the massive fireplace in which roasts are prepared. In addition, there are thick high tables that run the length of the room.
To the east is the kitchen garden through which you entered; west is the corridor that connects with the main house. To the north there is the little scullery, and upstairs is the attic where the servants sleep.
On the kitchen tables are a loaf of stale bread and a delicate contraption (which is empty).
> Go north
The concrete walls of this closet are oppressively close, made more so by the smell of bleach and chemicals coming from a filthy shelf against the far wall. Various brooms clutter the room, displaying none of the pleasant tidiness characteristic of the rest of Pine Meadows. All this can be escaped through a door to the south.
> You jump
You jump on the spot, fruitlessly.
The video recorder is making a whirring sound.
> You remove the glad
You shuck off your dress, hat, and pearls.
> You connect the red tube to the yellow receptacle
Connected.
The stock ticker tape advances:
|  KHP /111/3  |  C I /12XK  |  SSX /12Y/11  |  R Z /11K8  |  AH
/12K9  |
> You climb the gate
You scramble up and over the top of the gate, squeezing partially between two bars.
You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.
> Bless Mayor
The air surrounding the mayor gradually turns pure and bright. An expansive campaign-smile spreads across his face as he bathes in the saintliness of the blessing bestowed. As the halo effect fades, it seems to have lifted away the dread weight of the mayor's burdens.
> You ask her about the crystal
(Bethany about that)
"I'm sorry," Bethany says, "I have auditory processing disorder, and as far as I can tell, you just said 'hose beast city'.
> You ask him about being a the whiner
"Well, what do you mean I'm a whiner?" you ask.
"I'll just put it this way - I'm glad I don't work with you."
> You look around
A combo band and a microphone is set up in the opposite corner from the warehouse entrance. From here, you notice that there is a second floor walkway that would seem to lead to an upstairs apartment, but the fire-escape-like stairs are right in the middle of that violent throng of dancers in the northeast corner of the building. The warehouse entrance is to the east, there's a less-crowded section of dancefloor to the north, and a jam-packed throng of dancers to the northeast.
The oddly-thin man in white stands at a weird angle. He points a finger up into the sky while looking away from it in the opposite direction for seemingly no reason.
A new-fangled music machine you've heard called a "jukebox" sits here against the wall.
You hear whooping, and a floozy dancer is launched into the air, does a high flip, and is caught and carried along by the crowd.
> You enter the bed
Gratefully, you crawl into bed and pull the covers up to your chin.
> You take all
master's key: Taken.
cutlass: Taken.
> You read the machine
The first panel still reads, "Soft Drinks - 25 cents" The second is flashing, "Recycling Ordinance - SIGN for Drink"
> You open the oven
You open the oven. Inside you see:
a rock hard biscuit
"A loaf of bread, please!" requests the white robed citizen.
The red robed citizen arrives from the north.
"Assistance for the hopeless?" asks Bob the Hobo. "Gimme either a coin or a loaf, don't matter which!"
> You examine log
The log? That is what it is.
> You ask Tourist,  to go to the southeast
The tourist takes a step off the bridge to the southeast, walking on the rainbow. Two thirds of the way across the chasm, he looks down, realises that he's standing on nothing but coloured light, and plummets into the chasm.
> You examine the green figurine
The evil figurine is like the others you've seen - it's about six inches tall, and is carved from a stone so deep red it's almost black. The eyes glint green - and you have the disquieting sensation that they're actually staring at you. The figure's face is contorted with malevolence - the teeth bared, the eyes glaring, the tongue protruding.
> You drop the rope
You toss the length of rope to the ground.
> You take all from the trunk
gold locket: Taken.
faded photographs: Taken.
> You ask Sheryl about the bathroom
"My brother William's locked himself in the bathroom, I'm afraid."
> Go north
You are at the west edge of a large grassy meadow. Leaves from the surrounding trees litter the ground, piled against the tall white and black boles of the aspens that used to be their owners. To the south is your campsite.
You can hear an elk bugling to the northeast.
> Kiss ardavaan
Something about his sharp gaze freaks you out. No way.
"So, assuming you've come for a stroll... I still cannot let you alarm others to come and chase me. But fatigue does not allow me to focus well, so don't fight or it'll be fatal." Without giving you any time to absorb his odd warning, his hands reach out for your head. Each finger is pressed on a point, resulting in a tingling sensation in your head and spine. On reflex you struggle to free yourself. He gasps, and the tingling spreads everywhere and you drift into a slumber.
> You talk to the man
He only gives you a brief smile, while his eyes fix yours with their cold and careful, penetrating stare. You find yourself unable to say anything so you mumble an apology and turn away, feeling stupid.
> You throw Ball in the pond
Right idea, I think - just wrong kind of ball.
> You take the liquid
That's hardly portable.
> You go east
Flip flop. Flip flop. Flip flop.
A narrow winding path moves through the trees, gently climbing from west to east. Branches of blackberries encroach on the trail, their fruit nestled amongst the thorns. A small stream is visible through the trees to the south, and through the bushes, you can barely make out the shape of a small tower to the east.
> Book
The black book is quite heavy and trimmed with gold leaf. The title is "A History Of Ancient Ul - W. Willy"
> Go south
The twin statues stoically bar your way.
> Point camera at cables
FC: Cryolink already established to Sensa.
Okay.
> You take the trunk
That's too heavy for you, and anyway, why would you want to carry it?
> You say the greetings
You make a small bow towards the attendant. She looks your way but wrinkles her nose and turns back.
> You cry
You sniffle a little. It's not proving to be a good day, is it? But feeling sorry for yourself probably isn't going to help.
> Inventory
You are carrying:
a ball of yarn
a needle
a magnifying glass
a tube (enlarged and made of metal)
a delicate key (enlarged and made of metal) (which opens the
silvered door)
a workbox
a ring (being worn)
some slippers (being worn)
> You examine the mirror
You take a moment to check your stage clothes.
> You look at Papa
Papa is dressed in his purple vestments and skullcap, his frilly white skirt. His pince-nez is smashed into his forehead. His tiny teeth
shine like wet pebbles in his gaping mouth. He is screaming.
Papa's mouth is split wide in a piercing, infinite scream.
"Hey!" you yell, loud enough that he should be able to hear you. But
he doesn't react.
1 - Man, I hate this guy.
2 - What's he screaming about?
3 - He's not worth your time.
> You look at your surroundings
You stand before a dunk-a-clown booth off the main thoroughfare.
Before you is the edge of the booth where you can talk to the carny to buy a chance to throw a ball at a target that would dunk a poor clown sitting in a dunk tank. The clown in question is a crass looking character who stares at you with crabby eyes as he chews a wet cigar
in his mouth. The carny ignores him, choosing to watch you instead.
He stands by a large box of stuffed animals. The main thoroughfare is to the north, but you can cut to it by going northeast and northwest
as well.
You hear the sound of a child crying; echoing from somewhere nearby.
Randy the Clown shouts at you, "Bend over and I'll show ya a pizza party!"
> You drop typewritten
(first taking the typewritten notice)
(slipping the keyring into the pocket of your trenchcoat to get a hand free)
Taken.
Dropped.
> You go east
You waddle over with deadly purpose.
(first getting off the table)
You're in a large open room. Narrow corridors run between grey-walled cubicles. Exits lead east, west, and south.
You can see some little bits of chewed up paper, a torn-up potted palm tree, some spilled dirt, some sheets of paper, and a dented printer here.
"Nnnnnnggggg," yells the enraged developer. She flails, knocking her own glasses onto the floor.
The wet, scalded developer arrives from the west.
"What the heck," shrieks the manager, lurching forward.
The flustered manager arrives from the west.
> You make the dough
You'll need your hands for this...
You put the copper coin on the work table.
You put the copper coin on the work table.
You put the copper coin on the work table.
You put the copper coin on the work table.
You put the copper coin on the work table.
You put the copper coin on the work table.
You put the loaf of wheat bread on the work table.
You put the loaf of wheat bread on the work table.
You put the rock hard biscuit on the work table.
You put the handful of barleycorn on the work table.
You knead another ball of bread dough.
Another loaf-shaped dough plops into a metal pan.
> You examine the screwdriver
A flathead screwdriver that is rusty from being underwater for too long. It was underwater because it was being held in the rotting death grip of a gardener (who may have been murdered by vines) before you pried the tool from the person's gross, skeletal hand.
> You examine the playpen
Amy looks at the playpen, barely still standing, and imagines a tiny monster shaking its bars and shrieking to be released.
> You look at the beds
The beds lay strewn about the room. Far more are packed in here than usual. Most of the brothers were brought with their own beds from the dormitory. Soon, the infirmary housed as many as the dormitory. The patterns of vomit are grotesque outlines of human bodies.
Within some of the outlines of vomit, you see strange, brownish-red marks.
> You climb the tree
You try to haul yourself up the trunk of the fruit tree in the center of the garden, but it sways dangerously. Evidently the tree is just too spindly to support your weight.
> You go outside
You get out of the old shed.
A rickety old shed without a door is leaning against the house here. You use it to store tools and feed for your family's animals. There's not much else around here except weeds and a closed cellar window in the house wall at ground level.
> You look at the box
The small ornate box is made of dark wood inlaid with silver swirls and circles.
The black cat sits by your feet and purrs.