Borgupine/floyd huggingface dataset:
> You settle
"Nothing melodramatic. I am going to give you a large sum of
money. And you are going to agree to forget you ever knew me."
(I am skeptical / How much?)
> Examine remains
The remains of the fruit are on the sharp rocks below the tree.
> Examine barrel
The barrel is attached to the dog's collar. There is a small tap on one side allowing me to drink from it.
> Esk
Everything here is contaminated by memories. Like when Brian set all the wall panels to a stop-motion sequence of photos of the two of you. Or the time he stopped by when you were calibrating the saturator
pole. ("Calibrating the saturator pole" sounds like a bad joke. You know this because he made it.) You'd hoped to climb it, but that failed. So you'd stood tippy-toes on a footstool he bought weeks ago, monitoring every gradual shade of mood; he'd distract you the whole time, blowing up clouds of dust, performing little fireman flourishes by the base, pretending to spot you then grabbing you by the waist pretending to be King Kong.
The goal was to make you smile for once. Or so he said. You don't remember whether you did. What you remember: the air was tinged yellow-gray.
> You search ld
Lornedei is wearing a shirt, a pair of riding pants and sandals. Type inv to see what else she is carrying.
> You take the crate
You pick up the packing crate.
> Light lantern
(the broken lantern)
This dangerous act would achieve little.
> South
You are immediately enveloped by the tall fescue. Fearful of losing your way in this green jungle, you quickly return to the path.
> You break the window
Your attempt to break the window attracts the attention of Glen Heffer, Large Duane, and the rest of Heffer's hired guns, who corner you against the house and proceed to do away with you turkey-shoot-style.
> You examine the large weight
This large weight can be attached to fishing lines. It'll sink your line down to a very deep depth.
> You put the iron bar in the hole
The hole is too small for that.
> You open the box
That's already open.
> Go southwest
Your amulet seems to glow a shade brighter as you walk.
The thicket almost seems to have formed into a tunnel. The brambles form a complete arch overhead which blocks out most of the moonlight. Moonbeams shine into the tunnel from both the northeast and southeast.
> You examine Tyrone
Tyrone realizes immediately that he's the focus of your attention and stares back challengingly. He doesn't even come up to your armpit,
but he hardly seems to notice.
Tyrone is wearing a black canvas backpack, a Notre Dame jersey, and a pair of baggy jeans.
> You shoot the hose
The bullet passes easily through one of the hoses, throwing up a little puff of snow.
"Back in business!" Fiona growls, as the barrels begin to spin back up to speed.
> Close locket
You close the gold locket.
> Go west
You are now at the West end of the rehearsal hall.
There is an extremely official looking sign ( on the west wall )
The guy is standing by your side
> You examine brass key
It looked pretty new; the brass was still shiny with scarcely any sign of tarnishing.
> You examine piston III
Which do you mean, the I piston, the II piston, the IV piston, the VII piston, or the X piston?
> You search it
The river splashes fitfully against the crumbling stone of the embankment, dark and murky in the shadows. The wrinkled surface of the water yields a rough reflection, an animated expressionist painting of the bridge and sky above, except for where a trail of bubbles mars the view, as though something... large... had recently swum past.
The bridge in the reflection is sound and whole, new as the day it was built, and instead of rotting patches of concrete, the underside is covered in a colorful painted mural. Roughly oval in shape, it features a vivid green, eel-like creature with a wavy frill, curled around as though ready to bite its own tail. You don't totally follow the motto encircling it... Something about the commission of an officer? Or an office? But the words "Croceate" and "Variegated Court" stand out.
> Spells
The jilnix spell is indelibly etched on your memory. Other than that,
you have the piroo spell (twice) and chiaro spell memorised.
The hatchling wriggles in sleep, stirring.
> You go north
Steps lead south from this white marble veranda to a clipped lawn.
To the north, beyond a closed glass door, a line of people blocks your view of the ballroom.
> F.
The lower deck is quite a bit homier than the hold, and in fact actually smells somewhat pleasant. The galley is fore, and the map room is aft. Stairs lead down to the hold and up to the main deck.
A portrait of your captain hangs on one wall.
The waters have reached your chin. You're having trouble keeping your footing.
The water carries away the portrait of your noble captain, who whimpers pathetically as it disappears.
The captain scurries along after you.
> You go north
You stand at the hedged-off side of the farmhouse, the back door to the east swinging open in the wind, and a path winding south to the front of the building.
A short stick is leant up against the wall.
> Axe
dented Box: Taken.
fine Axe: Taken.
> You take all
pole hook: Taken.
flintlock: Taken.
knife: Taken.
cupcake: Taken.
> You get the lily
You'd have to wade through icy water to reach it.
> You look at the armchair
Give Aunt Emma due credit: she did make sure you always got the most comfortable armchair in the house.
> You listen to Professor
Calling forth your most eager, attentive expression, you await the professor's next words.
"Using the variations in the folk tune as a kind of Rosetta stone, I managed to work out a basic musical notation system," says the professor. "It matches the markings on that artifact surprisingly well. I've come to believe that the artifact describes a long-lost musical composition of great ritualistic value."
The professor grasps his lapels, a distant look in his eye, and slips into lecture mode: "Determining the exact nature of the connection is a matter of mapping a strange and wondrous landscape, interpreting and applying information from a wide variety of arcane and incomplete reference materials, completing side-quests in order to gain the trust of assorted simple-minded characters who just so happen to be posted at various important junctures, recording and cross-referencing a large number of unfamiliar symbols, and determining the meaning of each through a rigorous process of inductive reasoning."
> You look at the cart
Two wheels and a large wooden bucket. Nothing special, certainly, but it must do a pretty good job of carting things around.
"Last chance, hermano," Raoul says, his hands slowly moving towards the many weapons he carries. "Get out of here!"
> You look at the seed
Once upon a time, this appears to have been a partially ripe seed or fruit. The skin is streaked in orange and green, like an unready tomato. Then someone squashed it, and now it's gooey and possibly fermenting.
> You stand
You drop lightly to the ground, flexing your stiff hands.
> You examine the coat
You started feeling dehydrated and headachy almost the moment you walked into the mall (a psychosomatic reaction, perhaps), so you took off your coat. And here it is.
> You look at the suit
This lightweight safety suit protects you from high UV radiation and provides you with breathing air for a while.
> Close pack
You wiggle around a bit, and manage to pull the zipper closed. It's so much easier to do that when you're not actually wearing the thing.
> You go north
You see a an apple and a lost sock here. The SOUP pot seems to contain a cabbage, a bruised tomato, a monkey, a paperclips, and a potato.
> You ask Phelps about the handkerchief
Beauregard beams benignly at you. "You are just the cutest little thang. I can't get over it."
Beauregard lazily waves away a curious wasp.
> You show Scroll to Fool
To which do you refer, the vellum Scroll or the wooden Scroll-Case?
> You note the bleach
You've already made enough observations to have Nikolai's place condemned. One more note is just another nail in the coffin.
You write, "Bleach used in dishroom is over concentrated." in the notebook.
[Nikolai's sanitation rating has dropped two points.]
> Go west
A tiny bedroom, filled with one tiny twin bed and a rack with some ladies clothing hung up to dry.
A small, barred window prevents people from breaking in, too bad there weren't bars on the other living room window.
The body of a woman lies on the floor at the end of a few blood spatters on the carpet. It appears she was attempting to crawl under the bed to protect herself when she was struck down.
You hear some climbing noises and the orphans climb monkey-like at the bars of the window, staring in. "Listen, kids, this is a crime scene, you need to get away from there this instant!" Of course they don't pay attention.
"That's Miss Annie, is she all right?" Rufus asks.
"She doesn't look good," Lenny observes.
"ARE YOU OKAY MISS ANNIE?" Betsy hollers loud enough to be audible in heaven.
"Annie, are you okay?" Rufus says.
> You look at your surroundings
This small, windowless room has bare metal walls and two exits - the sliding steel door you entered through to the south, and a pair of elevator doors ahead of you to the north. It is lit by a recessed fluorescent fixture in the ceiling. The elevator doors are standing open.
> You examine mount
The mounting is ring-shaped, about three feet in diameter, and is designed to allow whatever is to be mounted on it to turn freely in all directions. It was probably originally intended to hold the beacon when the lighthouse was still in operation.
> You examine Sangita
She's just a reflection.
> Kiss Serpent
Keep your mind on the game.
> Is
A staff (with the goblin sidekick)
A fat fish
A knife (sharpened)
A bottle (open)
A healing gun
A manual
A severed finger (with a ring)
A severed head top
A nosehairscrew (in your nose)
You are wearing:
Mirrorshades
Boxer shorts.
> You put aggressively on the reporter
I give the aggressively manner to the reporter, who now intends to aggressively open the way into the conference.
The reporter demands to be let into the conference, but the agent
moves to block the agent's path.
> You give the stick to Zoe
Zoe eyes you coldly, no way she is taking anything from you.
Zoe starts to climb down onto the medium plastic block but then since you are on the lower blocks she looks down at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.
> Examine book
The runes are unfamiliar to you, but you know what the book is: a record of all the contracts of all the souls enslaved to the king of this castle.
You caught him staring at you once. "Your clothing is wearing out. I'll look up a seamstress in the contract book for you."
You plucked the erring sleeve back into place. "You needn't," you said. "I don't mind."
"Yes, but I do," he snapped. "I was once a -- the polite term would be a connoisseur of ladies -- and it is not a taste that goes away. So for everyone's sanity it would be best if you went about fully clothed."
You avoided him for three days, after that incident. But your gowns were all replaced.
> You examine the room
The room is about fifteen meters long, eight meters wide, and three meters tall, in the traditional Yi ratio 4:2:1, with the vertical compromised to only 2/3 its height before the somewhat flat floor intrudes.
Cheryl says, "This is our chance to make a difference, Tolan. But only if we do it according to my rules. You're going to see what sort of information you can get displayed. As soon as you bring some Yi text up, you stop. You don't touch anything until I say it's ok to continue. Got it?"
> J.
Sixth of Aquaria, Auritum IV
There's nothing left to say. I've burned my bridges. I'm sorry.
Now it's time to do what I set out to do. Reden, Doctor Arturus, all of them -- I'm going to make sure they didn't die in vain.
Current objectives:
- Find the place from Reden's vision
Marid's notes:
- Reden's vision showed me a canal or sewer somewhere in the Channelworks, where he was drinking.
Via Terminalis, West Street
You drift through empty blood-vessel streets, a speck of white mingling with cobblestones ashen and black. In place of carriages and people, there are quarantine signs and body bags. The air rings with silence, and in it there is the foul creeping odor of something terrible afoot.
To the southeast, the Via Terminalis bridges the canal. A condemned block is visible to the north, and a footpath follows the canal to the south.
> You put the scarf on man
"Well, thank you, little magpie. I am kind of cold."
Magpie? I'm a raven! A raven! Stupid humans with their not
knowing anything and their not speaking the language and their failing to look like proper bank robbers unless I do a bunch of stupid work...
> You ask Ponyfriend about the beep
(Ponyfriend Chunky about that)
Ponyfriend avoids your eye.
> You take the torch
(slipping the family album into the pocket of your trenchcoat to get a hand free)
Taken.
> Patch
It looks... unnatural.
> Pab
You set the wand to purple-gray-blue.
> You play the guitar
Some of the crazier hill-tribes sell this glowy liquid stuff. It's nasty stuff - you wouldn't want to get it on your skin - but you figure that if it's sealed in a Ball jar you should be just fine. Anyhow, it gives off a decent light that never goes out, which is why you paid fifty smokes for it.
You play a few notes of "Chobits ending theme 2". Contrary to IF convention, you actually play quite well.
Eyes rolling nervously, Curb hunches over and humps thin air.
> You examine the locker
It's a storage locker for your personal equipment.
> You examine basket
The basket is oval-shaped. A handle spans the narrow part.
> Go west
The moor is silent. Keep moving.
Looking east, you see the Standing Stones; looking west, you see the Aftermath.
They will see you. Go now.
> You go to the north-west
One measly pool table comprises the billiards room. That and a
heavily locked door behind which Grady stashes his liquor. Southeast takes you back out into the saloon.
> You take the tin
(putting the rug into the sack to make room)
Taken.
> RET
There is a brief flash of light, and you find yourself in...
This austere space provides a quiet, distraction-free environment for examinations. Besides the sign on the wall and the slot below it, there is nothing in this room. Not even an exit.
Your spell list glows as your Arithmancy spells are restored.
> You put the minus in the C
The standard-issue minus sign fits in with a magnetic snap.
> You look at the tray
A simple metallic tray located at the bottom of the machine. From the looks of it, items dispensed from the machine ended up there. Several holes lined the bottom of the tray.
In the dispenser I could see a washer.
> You turn off tap
The tap's already off.
> You go to the east
This stark bedroom seems to be a repository for cast-off furniture, some of which probably dates back to the Civil War. The bedstead has an iron frame, but no mattress. The door back to the hall is to the south, and an open doorway leads west into a closet. In the north wall is a window.
A crow is perched on the windowsill, looking around the room.
> You open the drawers
You open the drawers, revealing a handwritten book.
> You look at the bear
Kappiataitok, king among polar bears in life, gathering dust here now in death. No hunt was ever greater than the hunt that felled His Majesty. It's said that thirty hunters lost their lives during the climb in crevices, and thirty more in snowstorms raging hard enough to freeze a beating heart, and thirty more when Kappiataitok emerged to find his glacial sanctum populous with infidels. They could not conquer him with spears; the ice ran red with blood from everyone; and thirty more were dead before the king rose with a roar and broke away across the floes. But he had been wounded in the ankle and could not escape, and after thirty more and thirty more had fallen to his claws, he fell beneath the aurora and never woke into this world again.
> Examine kit
This is a small, transparent plastic pouch.
In the grooming kit are some tweezers, an emery board, and a toy mouse.
> You dig the floor
(with the old shovel)
You have no reason to dig in that.
> Yes
All right, here we go...
Taken.
This is the mansion's spacious ground-floor antechamber. The wallpaper is peeling and bits of plaster have fallen from the ceiling here and there. There is a stairway, stable enough to ascend. The big area to the west must have once been a separate room, but the demolition crew seems to have already taken out a wall. A living room is east. On the south side is the front door. A Dumpster has been dumped here.
A door to the north, leading out back, is open.
A pig sits here calmly. He is quiet and oddly attired.
You put the lovely loveseat into the Dumpster.
Whew!
[+5.]
> You get the blue Keycard
You pick up the keycard. With this you will probably be able to get your body back, return to earth and kick some supercomputer ass. Alhtough, it's still chapter 2, so there might be some more puzzles left... But you're close! Very, very close.
> You look at what you're carrying with you
Lornedei's magic is currently at 76.
Lornedei is carrying:
a large black beetle (Fluffing up its wings at the moment.)
a small gray plaque
a leather rucksack (being worn)
a handful of white berries
a piece of cheese
a loaf of horrid bread
> You examine the elderly woman
I wonder who she is.
> Go inside
You go inside the garden shed again.
The shed is in poor shape, but it's your own little shed. The walls have been plastered with pages from books and there are several boxes full of miscellaneous junk.
There in the corner is a bright red bottle of herbicide with a skull printed on it. Excellent.
> Examine calendar
The year is 1990. Maybe that was the last time this room was used as an office.
> Blow
You blow out the onion's tearjerking odor, but with all the hors d'oeuvres inside this banquet hall, even its aroma simply wanders and gets lost amongst others.
> Go west
You walk into the fog.
Someplace Else in New York
> Go east
Light streams in through the tall glass windows at the front of the cafe. A display case of homemade gelato flavors is by the door. A window for drive-through customers is in the rear corner. Numerous cat-themed decorations adorn the walls and counters.
Xochi is working here today.
> You go west
You stand in a dismal swamp, with the chitter of unpleasant life in every direction. Footing is torturous here, slowed by the grey murk sucking at your sandaled tread.
There is a large, MOSSY STONE IDOL here. Even half-sunken in the mire, it stands a head taller than you, with crude, angry features.
> Go down
You slide backwards and drop back into the lobby.
You're crouching on your hands and knees in a perfect stale-gingerbread recreation of the hotel's lobby. It should just be possible to crawl north or east, crawl OUT again, or go up the elevator shaft.
> Go upward
You climb up and out of the hole.
This is an open field, with a few boulders and the like scattered about. In the center of the field, someone has constructed a white gazebo (currently floating above the ground), its shadow providing perhaps the only real shade in the area. A muddy streak slashes through the field north-south, where the water used to be. A wide white plank allows you to cross from one bank to the other. One of the boulders has vanished, and a hole gapes where it used to be. Sticking out of the ground is a stone pillar, a control panel and joystick built into its side.
You see a small fly, a grenade pin, an apple, and a thorny rake
here.
> Go upwards
You've reached the roof over the wings. The hot sun makes you neck prickly. You see the top of an air shaft with a ladder leading down. There is a double-hung casement window in the wall to the West.
> You look at it
The lower drawer is empty.
> You give the box to goat
The goat sniffs the small cardboard box and grabs it with yellowing teeth. It chews a few times, swallows, and burps loudly. Finally satiated, the goat wanders off into the mountains.
> You examine the hetty r.
In the picture there's a thin older woman with a scarf around her head. "Hetty had time for the art even with three kids to feed. Just like Yo Momma who has three chins to feed."
> Go down
At the bottom of a stairway you see a doorway West and some smudged graffiti on the wall: "GLASS CUTS DIAMOND" and "DYSLEXICS OF THE WORLD, UNTIE!".
Judy is purring softly in your arms
> You check your inventory
You are carrying:
an oil lantern (providing light)
a green bottle (providing light)
a large black book
an old grimoire
a heavy stopper
a journal
an embroidered robe (being worn)
a handful of ashes
a broken limb
> You go to the west
I didn't want to see. But I had to be sure. I stepped onto the balcony once again and... there were two corpses of Rose impaled at the iron gate. Two different dead bodies in different dead postures. I went back again.
> You look at the imp
The smallest and most stupid demons come in innumerable shapes, most of them hideous; a few breeds, however, are rather attractive and are worn as ornaments by ladies of fashion. They don't breed true, however, which ensures that there's constant demand for wild specimens. Occultists love to grumble about being priced out of the market.
This specimen is of the type usually worn on a fine silver chain around the wrist and used by demimondaines to light their cigarettes; it resembles a butterfly-wing folded into abstract origami, with eyes. A faint, bluish flame coruscates across its wingtips.
> You examine Sandie
Sandie is a short, round woman. To a first approximation, she's a sphere. To a second approximation, she's a sphere with hands. She's got a greasy apron on and she smells fantastic. I love her and her meaty ways. She only loves me when I have money.
> Dream cliff
You close your eyes and imagine overlooking the cliff. When you open your eyes, you are somewhere else.
Trees (near the overlook cliff)
You stand on the edge of a vertical cliff looking down over more forest and eventually, in the near distance, a small town. A rocky path leads down to the southeast, winding down the cliff and its various outcroppings. Another path leads back into the woods to the southwest. The cliff cuts the land here from the northwest to the southeast. The sky, unobstructed by foliage here, is still a bleak gray.
> You open the door
Opened.
> You drink pale Mead
You drink the mead. You are not thirsty.
> You examine the roof
Great stone arches support the vault, adorned with gargoyles depicting various breeds of anthropomorphised shellfish.
> GET TONGS, HAMMER, CRUCIBLE, MOULD, GLOVES
You have now got the tongs.
Hammer taken.
Crucible taken.
Mould taken.
Asbestos gloves taken.
> You talk to Carl
"Sorry, I don't have any proper dialogue," he says. "You'll have to wait for the full game for that."
> You ask rich about curtain
"Yeah, the curtain's not working right now. One of the ropes snapped just before I was due to lift it. I'll need a replacement rope before I can do anything."
> Go south
A modern open-plan office: bent backs from wall to wall and no privacy anywhere. Just how you used to like it when you were running these kinds of places. North leads to a multifaith prayer room. You can head back outside to the south.
Your work computer is waiting for you here.
A list of common passwords has been flimsily stuck up on the wall nearby.
> You continue
You fire your retros, falling into a slightly tighter orbit.
[POS: (-6, 0, -2)  VEL: (-2, 0, 0)]
> You go east
"Ah, ah!" says Pokerounce, snatching your ankles again. "Don't court my displeasure. You won't want it. However you got out, you're going back."
Here we are, returned to the dungeon, and there you sail, right back into the southern cell. Pokerounce dresses you once again in manacles. At least you're still alive, and that's something. Perhaps a more subtle approach would unseat our lovely warden.
Dungeon (south cell)
Only one little skeleton remains inside this cell. Even unshackled, the poor child makes a pitiable sight, although you're not much better in your cacao manacles.
Northward an open doorway leads out to the dungeon.
> You examine Card
Though the card is splattered with food, you can see the name of the concoction is "Brew-hah-hah."