Borgupine/floyd huggingface dataset:
> You give the skateboard to Alice
Alice starts laughing as she takes the skateboard from your hands. "Got me again, huh? I guess this technically *is* transportation." She gathers up her more valuable possessions, including Carl, and theatrically wraps the pink towel around herself. "Carl!" she says, presenting the skateboard to him. "You know how to ride one of these?" Carl looks quizzically at the board, then puts it down and mounts it. He then lifts Alice onto his back (not without considerable effort). You open the door for the two as they glide out of the apartment.
"Be seeing ya," says Alice as they depart.
"Don't count on it," you say, closing the door.
"Projection, repression, rationalization, sublimation!" John recites desperately.
In the near silence, you hear a soft but obnoxious dripping noise coming from the direction of the kitchen.
> You wear it
You put on the plastron.
David takes a floor reel and floor cord from the bag.
> You take all
your replacement Coronation Flail: Taken.
Impolitic Spare Crook: Taken.
Large Paternal Crook: Taken.
Large Paternal Flail: Taken.
kingly gifts: None of these things interests you anymore.
> Go northwest
You are on Tower Green, which is at the centre of the Tower of London. Entrances to various towers lie to the northeast, east, southeast, and south. A few ravens are strolling around the green, eyeing you with interest.
Your companion follows you.
> You ask Jessenia about her amulet
(the broken silver amulet (smelling faintly of mildew))
Jessenia wrinkles up her nose at your broken silver amulet (smelling faintly of mildew).
> You go north
The way back across the mambling plains is long and filthy, the way forward is through an intersection in this cliff.
> You examine the bed
The bed almost fills the room. On the bed you see a bedspread.
> You eat square
The yellow square doesn't appear appetizing.
The alien is repeatedly opening and closing its tiny mouth and patiently gesturing with its delicate arms. First it points to the yellow square, then it points to its own mouth, and repeats.
> You look at the ladder
This is an a ladder leading to a square hole through which you can see a room with yellow walls.
> Go downward
A sudden vision flashes before your eyes:
Chanting voices. Ancient demons. Flashing flames.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar here.
> You take the borogove with the skimmer
The net on the skimmer is too small to fit around the wounded borogove, and if you caught on to any of its legs, they'd just pull off.
> You examine Art
You inspect one of the many artworks here and see a wild and muddy swirl of disorganized brushstrokes on a piece of wood.
Midnight strikes and a new day dawns.
(This is day number 61)
> You climb down
You are standing on a ledge in front of a cave carved into the volcano wall. Light emanates from the cave to the south. The birch is resting on the ledge, leading up to the edge of the volcano.
> Light twigs
Using your tinderbox, you easily set the twigs and leaves ablaze.
> You examine the triangle
A triangle, but made from sturdy clay. One of the creatures that began
to appear here and there after the shift, albeit to fill a role
London's had for centuries. This one looks bored.
> You read inscription
"Number is the origin of all things."
> You ask Soolin about the forest
"It would take too long to explain, sir," she replies, "Let's talk about it later."
> You examine the meal
The slimy admixture of entrails, small winged insects and the occasional fleshy ear, churns thickly within the pot...
> You look under Bridge
The current looks swift and murky.
> You wait
You wait for a moment.
Static hisses from the television.
The video recorder emits a series of clicking noises, then starts to rewind.
The video recorder is making a whirring sound.
> You turn on the orange switch
As you flip the switch, the LED suddenly lights up green.
> You climb the hill
You crawl up the hill—your dress snags on a cactus—your lantern
goes
out. You toss it behind you.
When you reach the hilltop, you hold very still to search the valley below.
A jaguar is running away, leaping like quicksilver over the rocks.
> You go to the east
Hm. It's like some weird foamy turnstile.
anything. But exploring may turn up some clues.
You're outside the usual boundaries of the box. You can go back
through the walls to the southwest and south, or you can dither around
to the northwest.
> 2
"I charge $25 a day plus expenses. But I don't suppose that would be a problem for a dame like you."
Irene says rather gravely, "No. That will be fine."
[1] Ask if she's gone to the police.
[2] Agree to take the case.
[3] Decline the case.
> Smell rock
(the pile of rocks)
You smell nothing unexpected.
> You check what you're carrying
You are carrying:
four pieces of silverware:
a table knife
a spoon
a fork
a silver-plated corkscrew
a bottle of Chateauneuf du Pape (which is closed)
a red glass jar (which is open)
some sea-salt (which leaves the red glass jar about half full)
a sack (which is open)
a green glass jar (which is closed)
two food items:
a goat cheese
a great deal of olive oil (which leaves some room in the green
glass jar)
a navy cloak
some documents
a blue glass jar (which is closed)
a celestial bauble (providing blue light)
a rug
an Andouillettes Recipe
a round metal tin (which is open but empty)
a butcher knife
a small portrait
a jeweled pin
a stone block
a dark wooden box (which is open)
an mirror inset inside the box (reflecting white light from the sunlight)
a pearl necklace
an old letter
a sword
a snuffbox (which is open)
a quantity of snuff
a white handkerchief
a swordstick
four books:
Guide to Assorted Wines
The World Is Hollow (which is open but empty)
The Lavori d'Aracne
On Vegetable Dyes
three metal dishes:
a plate
a chocolate leaf
a hinge-lidded teapot (which is open but empty)
a cup
nine food items:
a wedge of brie
a salers
some andouillettes
some apples
a bay leaf
a sprig of parsley
a sprig of mint
a clove of garlic
a single yellow onion
two keys:
a silver key (which opens the red door leading east)
an iron key (which opens the russet door leading east)
two bottles of wine:
a bottle of Sauvignon Blanc (which is closed)
a bottle of mead (which is closed)
a dashing hat (being worn)
> You examine the lamp
It was a brass lamp with the name "Canloc" inscribed on its base.
> You cut the sacs
You slash through the intestinal lining with the tooth.
> You touch Lupor to golden
(Lupor the Wolfman to Golden Girl)
There is a flash of golden light, and Lupor the Wolfman is now made of living flesh again.
> 1
"I'll do my best to avoid damaging the bodies."
He nods. "Excellent. To business, then. If you'll follow me..."
He nods. "Excellent. To business, then. If you'll follow me..."You follow him to the slab, where he draws back the tarpaulin. You recognize Doctor Arturus, but there are three others: a man dressed in finery, a man built like a fighter, and a reedy young woman. All have black stains around their mouths and eyes.
black stains around their mouths and eyes."Here are the four victims of the disease," Examiner Velox says. "We've made some preliminary investigations into their identities. Looking for identification on the bodies, cross-referencing against our records, et
cetera..."
cetera...""What can you tell me?" you ask.
cetera...""What can you tell me?" you ask."The man on the left is Doctor Arturus -- I see you're already familiar with him. Very good. The one beside him, the well-dressed man, is Creditor Nacarat of the Furopolis Securities Exchange. He's rather well-known in certain circles of society -- has been implicated in some fraud allegations, but nothing concrete."
but nothing concrete.""What about the other two?"
but nothing concrete.""What about the other two?""Ah." Examiner Velox furrows his mustache. "They are more of an enigma. They carry no identification; they are not in our records. We believe they were unregistered criminals hiding in the Shanty Quarter. According to our contacts, they match the description of Sal and Piper, a villainous duo of some notoriety. They were underworld enforcers, and not particularly well liked."
particularly well liked."You consider the facts laid before you.
1) "The victims all died of the same disease?"
2) "Regarding Doctor Arturus..."
3) "Regarding Creditor Nacarat..."
4) "Regarding Sal and Piper..."
5) "I'll keep investigating."
> You examine the passengers
They look scared, and with good reason. Reporters report news; they aren't part of it.
> You go to the bell castings
You head west to the white gallery. Then west to the gallery of still life. Then west to the upper bulb. Then down to the lower bulb. Then east to the state rotunda. Then east to the parliamentary chambers. Then east to cloister walk. Then north to rose garden. Then down to rooted room. And finally south to bell castings.
A room of scrap and refuse: wooden structures and clay molds from which bells might be made, scrap metal, pieces of bells now broken.
> Go west
Ignoring everything that you learned as a two year old, you impulsively turn W and walk right into the closed door.
There is an unpainted red brick wall to the West.
A thin ray of light creeps in under the stage door.
> You play the trombone
I have never studied music, but the noise that emits from the instrument when I place it to my lips is not entirely unpleasant. Hubert, who is clutching his ears, seems to be of a different opinion.
> Cc 5
You change the CC panel to 5.
|
U 8  1  6 | 15
C 3  5  0 |  8
D 0  0  0 |  0
+
11  6  6   13
> You examine the window
It doesn't look as though it was ever particularly sturdy; positioned as it is over a steep drop into the sea, it probably never needed to be. The casement opens outwards; the panes are cracked but otherwise intact. The latch, a rather flimsy affair, is twisted half off the frame. The sill is quite high off the floor: it seems highly unlikely that anyone might have fallen through it by accident.
> You go to the 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 wait
Time passes.
"Keep it steady, understand. We only need a hole big enough to fire through."
The table itself is burning hotly now.
> You enter door
You pass through the portal into a dark tunnel, which sighs with melodic longing as you enter.
You are on your hands and knees in a claustrophobic tunnel. It leads down, as nearly as you can tell, but your equilibrium is distorted in here. The curving walls gleam with the semblance of wet rock, but the palms of your hands tell a different story. It feels like organic tissue, a thick layer of hide, with the elastic strength of muscle. Like sharkskin, it is silken and slick in one direction but resists any backwards movement with a roughened grain.
> You enter the shed
Disused for quite a long time, evidently. There is dirt in the corners, and some evidence of inhabitation by rodents or perhaps even a larger animal, now and then. Some rust stains on the walls indicate where tools used to hang, but no longer do.
A rope ladder lies in a heap on the floor.
> Go northwest
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 southwest, west, up.
> You go downwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.
Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.
Behind the curved bar, a young woman with dreadlocks attends to patrons.
> Examine bar
A dark and dour expanse of wood, pitted and scarred and stained with the rings from over a hundred years' worth of slopping beer mugs.
> You examine the scrambler
This is a small sealed packet that you are to give to Bian if you find her. It will let her build the memory scramblers that are your true mission.
> You put the play on sharp
I give the play intent to the card sharp, who now intends to play
poker for high stakes.
The gambler loses its nerve and folds.
The gambler watches its opponent take the pile of chips. Despite the gambler's glum expression, the loss was only a small fraction of its total money, and it shows no indication of slowing down.
> You buy the sachet with the Fisa
"That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the sachet.
> Go southeast
This lumpy, patchy stretch of lawn is the most pleasant outdoor spot at Eternal Springs, though that isn't saying much. A rusted, sagging chaise longue is provided for the comfort of anyone who would like to bask in the scorching heat of the afternoon sun. (There's precious little shade here, other than the low oblong of obscurity wedged beneath the chaise.)
To the east, the lawn is bordered by a high hedge of a virulent and sickly green, whose foliage is laden with a bounty of pulpy red flowers. The arid stretch of dirt between the cabins stretches out to the south. The main house stands, crooked and bleak but stubbornly attempting a faded grandeur, to the west, a short, broad flight of board steps leading up to the long porch, which is roofed over but nonetheless gapes open on the afternoon. A tiny, weed-infested flower-bed crouches to the right of the steps.
A cracked and buckled concrete walk leads away through some tall bushes to the north, and another walk, whose slabs are tossed as if by some prehistoric geological upheaval, curves out of sight to the southwest around the corner of the house.
Honey Hartwell is reclining on the chaise longue, leafing through a magazine.
> Sing
You fold. The music is faint and the song warms you, but you know you cannot truly Sing without being in your Cellarium at the proper place.
> You go to the north
You climb the steps to the porch.
Mudroom (Matt Weiner)
The porch is a mudroom, a place for taking off coats and muddy shoes. The marble front wall seems like a sheer cliff face, the porch like a flimsy shelter built onto it. The front door leads inside to the north.
In one corner of the porch a strangely shaped hook is fastened to the wall. A black cloak hangs beside it.
In the other corner of the porch is a small wooden table.
A slightly muddy welcome mat lies in front of the door.
Against the front wall are a pair of blue cloth slippers and a single brown leather boot.
You can also see the mate of the first leather boot here.
> You pick the metal drawer with the clip
You set about corrupting America's youth, or, at least, Samir.
You ask, "Samir, can you unlock the drawer if you use the paper clip?"
Samir takes a moment to straighten out the striped green paper clip. Samir bends over the metal drawer with the straightened striped green paper clip. In a moment, you hear a click, and Samir straightens up again.
> You show the bracelet to the monkey
The monkey makes a tiny chittering sound that might be laughter.
> You examine the drain
Dark and hollow.
In the drain hole are a great deal of water and a Tea Recipe.
> Kiss canvas
Your lips go numb and you're seized by a sudden vision of something rumbling beneath the earth.
> You take the bone
READY>Rover growls mildly, reminding you that it is his space probe. In any event, the data have already been downloaded, so the fate of the probe itself is no longer a mission priority.
ROVER paws at the cargo bay door.
SPACE PROBE -> SELECT : NIL
> Go north
This hall is lit by arched windows in the west wall. The long mahogany dining table could seat at least twenty people, if the chairs were still here. A doorway leads east, and a wooden door to the south is open.
> You check what you're carrying
You are carrying:
a screws
a romance novel
a brochure
a remote control
> You tell him about Julia
“Well, a kind young lady called Julia Trelawney found me on the
shore,
took me back to her house and not only gave me a bowl of hot soup to revive me, but a gold coin so I could stay at the Red Dragon Inn for a while,” you tell him, “Hopefully that should last me until I find a boat off the island and rejoin my ship.”
“That was indeed kind of Miss Trelawney,” the Duke nods, “But
there
are no boats off this island, and one gold coin won’t keep you for long. However, I may be able to improve your prospects, lieutenant; you could enter my service – you sound like the sort of man I could use.” He pauses for a brief moment to gauge your reaction, then adds, “But first I’d need some concrete pledge of loyalty.”
(You could ask what he wants of you, or refuse.)
> You ask Samir,  to go south
You say, "Samir, I need you to go into the kitchen."
Samir jumps down from the pommel horse.
Samir goes south.
> You perform the cpr on Annie
Feeling rather foolish you move your mouth to the lifeless woman's. mouth-to-mouth resuscitation...
you think as you press your lips to her cold flesh.
Then you feel the very breath from your body illuminate and exhale into her. From below there are roiling violins and hopeful trumpets as wind...now magic and golden...surrounds you both in a violent vortex or a full orchestral score that stands Annie up on her feet. And she is alive again, blinking curiously.
"YAAAAAAAY!" shout the orphans, seeing Annie conscious again.
"Miss Annie," you say, not knowing what else to ask, "are you...okay?"
"Yes, I'm fine!" she says, wobbling a bit stiffly. "And the children are here, so everything is perfect! Now if I can just make us a cup of tea-"
She doesn't get to make that cup of tea because she is interrupted by the thin screams of the orphans as black-gloved hands pull them away from the bars of the window and make off with them.
"Oh no!" Annie exclaims. "They've taken the orphans! Mister! You've got to help them!"
Outside the apartment you hear shoes on cement and the definite clatter of steel weaponry. Annie grabs your arm, "Don't go out there!"
"Don't worry," you say calmly reaching for your .38. "I can handle this." You glance out the window as your fingers close around air. Your gun is gone. Oh, nuts.
Annie races to the front room of the apartment and you hear her shriek. A thug in an indigo suit has grabbed both her wrists. You run out and grapple with the thug for two seconds before Annie brings him down with a solid smash to the head with a ceramic emu from her collection.
"That was my grandmother's you creep!" she hisses. You hear
more commotion outside.
A standard tiny two-room flat, much tidier on the inside than out.
The furnishings are spare, if neatly kept. There is minimal damage except to the window where the perp likely entered, and the carpet which is painted with darkening red bloodstains. The bedroom is west from here, and you can exit to the east.
You can see a carpet (on which are some bloodstains) and an alien ant farm here.
"Get out of my sight you exceedingly mean people!" Annie growls, grabbing a china saucer and hurling out the door at the thugs outside.
You hear grumbling and random bursts of machine-gun fire from the thugs on the rooftop.
> You look at the bears
Almost a ceremonial bear procession, if bears had liturgies and rituals.
> You listen
(to the guards)
One of the guards is talking quietly. The words, of course, are drowned out by the ever-present ventilation.
One of the guards says "Yes, with'."
> You ask Chloe about the guard
"Yep, your best bet for getting the dirt on the guard is with the chef."
> You go north
The monkey goes down onto all fours to keep up with you.
The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the north end. The only way you can go is back to the south.
An ugly figure of red stone stands here. It's about as tall as your waist, and one stubby arm is outstretched, as if it were frozen in the act of grasping with its claws.
The monkey goes off to take a quick look around, but soon returns.
> You go north
This is a small professional kitchen. Although the pots and pans and smaller appliances are all gone, the oven is still functional, as long as your uncle keeps paying the gas bill. Also here, not part of the original decor, is the Ark of Whatever.
The door to the restaurant's office leads west, the pantry is to the south, and the dining room is to the north.
The cable from the security camera runs through here and into a small hole above the office door.
Walter is here, unconscious.
> Go north
The bathroom is cramped and not especially clean. The old-fashioned claw-footed bathtub is lined with brown encrustations, and the other fixtures are just as old and ill-cared-for. The sink is on a free-standing pedestal, with a mirror above it. The door is to the south.
A small hand mirror is perched on the edge of the basin.
> You point to the jewels
You point at the jewels, and the monkey looks at you in perplexity, as if he'd like to help but doesn't understand what you have in mind. Maybe the difficulty is that there are so many jewels. He has no way of telling them apart.
> You take the stiletto
Your load is too heavy, especially in light of your condition.
> You hit the fish with the staff
The swordfish parries your strike, but for a moment, at least, your staff is pressed up against its bill, exposing the left side of its body.
[ Your Stamina: 2     Swordfish: 8 ]
> You take the red figurine with tongs
(first putting the indecipherable map in the burlap sack to make room, then taking the fire tongs from the burlap sack)
You pick up the red-eyed figurine with the fire tongs.
> You go north
Northward a gleaming golden door would lead into the chapel, but it's sealed. Beneath your feet, the floor's plated with silver polished to a mirror's shine.
Westward and eastward you'll find tapestried chambers, and southward's the courtyard.
> Continue
I flip to the next poster in the series and take a look at it.
The second poster shows a ghost -- a child's rendition of a spirit, really, with looming, evil eyes and a reversed teardrop shape. It's emerging from some other world or dimension inside the pentagram.
> You sit in the chair
sigh. However, it doesn't seem as comfortable as you recall it.
Strange...
After a while, you realize that you're sitting on something hard.
There seems to be something hidden within the armchair.
> You put the CARD in the machine
Done. The screen shows:
J. Random Hero
Warning - account is low.
Your account balance is $10.00.
Odd. Your account certainly wasn't that low last time you checked.
The Serious Fraud murmurs that the Mayor is taking bribes.
> You spray the grue on yourself
How singularly useless.
> You check your inventory
You are carrying:
three food items:
a sprig of mint
a sprig of parsley
a bay leaf
a dashing hat (being worn)
a swordstick
a sword
a snuffbox (which is closed)