Borgupine/floyd huggingface dataset:
> You recruit Harry
Harry Quisling appears sceptical about the proposition, but the foreman describes it as a sort of grand game, while keeping a firm grip on his arm. They depart to the mill, to return once the engines are running once again.
> Go north
This is the middle of a ruined but still impressive stone bridge spanning a deep chasm. Water flows far beneath. A paved path leads north into a large open space. To the south, the path leads into a misty tunnel.
> You think about the stool
You have seen the item you need to solve this problem, but it's not in sight at the moment. (The objects command will list everything you remember seeing, if you'd like to review.)
> You go north
Lined with neat rows of inscrutable -- one might almost say pointless -- objects.
The neat rows have been thinned down to the stuffed boar, the preserved goat, the parrot perch, and the broken beam, thanks to your diligent action.
> Go south
To the north, across a sadly dried-up and decrepit yard, stands Mrs. Pepper's house. You can also go east or west along the sidewalk. The busy street is to the south. A telephone pole plastered with the scraps of old posters stands here.
> Ride se
North end of Main Street, on an old black mare
Now leaving the bustling metropolis of Tumbleweed Flats, pop. 59.
The local stable is off to the northwest, just north of an empty field. To the east is the north end of the hotel, although it doesn't look like you'd be able to get by the stack of crates and barrels. A dusty road continues north out of town.
Little Jimmy comes running past you from the north.
> You examine the deck
A standard deck. Thirteen ranks. Four suits. Fifty-two cards total.
> You continue
There's a close-up of a lever on the side of the spacesuit. Two-way
arrows indicate that it detects bends, or changes in direction. You
see a few more pages.
> You get Scroll
You remove the Scroll from its Case.
> You take the sharpener
Taken.
The programmer makes a few notes on some scratch paper.
> You talk to Vincent
There's really nothing to discuss with Vincent. It's a small miracle he can form even basic sentences.
> You kill the cat
Violence isn't the answer to this one.
You can hear the crashing and clanging of a sword fight coming from the tavern common room.
> You look at the spear
(the broken spear)
The weaponry of Atlantis comes in two classes: The vast bronze behemoths that stride over the ocean to bring fear and awe to the colonies to the east and west; and the arms of palace guards, the tools of enforcing order. This spear was the latter; stout and weighted, it was made as much to beat as to pierce, punishment as much as weapon. The ebony haft had been broken in half, perhaps an ill-thought strike. The spear point had a curious shape.
> You go north
You can go only southwest.
> You examine scroll
It is a Book of the Dead, a richly illustrated grimoire, teaching spell-songs reputed to be of aid to the newly deceased in their eldritch travels. This one is dedicated to you and titled The Book of Songs of Getting Through The Day.
What could that mean?
> Wait
Time passes.
> Go downwards
You descend the staircase.
Inhale that wondrous mouldering stench: fine cheeses stacked in ripening rows. A monger's cellar wouldn't boast a breadth more noseworthy. There's brie and cantal, gloucester, blue stilton and red leicester, morbier, spermyse, and maroilles amongst others heaped deep in shadow.
Westward's the undercroft, and upward a staircase curves to the eastern tapestry.
> You ask Tyrone about Piranella
"You know, she's less stupid than she looks... It's just part of her image..."
> You ask Baines about Arguule
You wouldn't have said it was possible even moments ago, but somehow the pale white ghost manages to blanch with fear. "Bara- uh, that name is not the name of any author, or any human being. If you have to know, B- Ba- Ba- that being is the first servant of the one who binds me here, the one whose name I will not even try to say. The incantation of Arguule may be hidden somewhere in these books; it is not his name, it is something more baleful..." he demurs. "I've said too much," he says, and falls silent.
You resolve to examine these books more attentively than ever when you read them, in case you might discover— whatever that is...
> You look at the lawn
The lawn scene is strangely haunting.
The girl tenses, her whole body shuddering, and paces around the lawn.
"Anyway... no time left... getting the shakes real bad... hope this is recording okay. Pulled some 'stricted files off the net... crosswired neural inputs. Hyper illegal but that's hardly important... if it works maybe... someone will find it and... wish Mum and Dad had tried this... couldn't even find the other memory pack..."
> You hang up
(the phone receiver)
That number you dialed has done something... You're not quite sure what, but you're even less sure what'll happen if you hang up now.
> You examine the vents
You can just about see the outline of the circular covers of those tubes. You have no idea what they're for, but the way that red light comes on and the way the air gets so foul when they're open suggests that they're not your friends.
> You examine rebar
The broken rubble is all that remains of whatever building once stood here.
> You examine the vegetation
Patches of grass and vegetation grow in sparse clumps throughout the cleared space of the Hydro Corridor.
> You examine door
We saw iron, and much of it.
> You go east
This is a spacious, cool room. It once was busy and always kinda untidy. Now, all that's left of the furniture are the two couches, covered in white plastic wrapping.
A door leads south to the kitchen.
A cloning machine sits in a corner.
An opened letter lies forgotten on the floor.
> You examine the mirror
Wowee! You are one tempting tank of tomato juice, if you do say so yourself. And you do!
> You read it
The pages of the book have been hollowed out, leaving a square hole. In The World Is Hollow is a jeweled pin.
> You examine us
We're both rabbits, of course.
> You examine the scarecrow
The scarecrow is a human-shaped and roughly human-sized figure made of cloth. It has a rough, cartoonish face painted on it, and a sign hangs around its neck. It's wearing some overalls, and it's not not wearing a hat.
> Go north
The wooden door is closed.
> You get it
Taken.
John hits his forehead with his hands, muttering, "Think! Think!" It doesn't seem to be working.
Alice looks outside wistfully. "You know, Carl and I would be outta here now...but we don't have enough money for a proper dinner--not these sad snacks that we have--for both of us. Oh, I have enough for just me, but..." She looks at Carl, who has a mournful look on his face. "...but, I can't be that cruel, can I?"
You hear a loud "Pin pon!" come from the game. Evan grins maniacally.
> You say MMMMMM pomegranate
Whom do you want to say that to?
> You wear the jacket
(first putting the old shovel in the burlap sack to make room, then taking the sequined jacket from the burlap sack)
You'd look far too conspicuous sashaying around in the sequined jacket. Anyway, it's not your style.
> Go downwards
You descend...
Trachea
It is almost completely dark, save the small ring of light from your lens. Your world is a hollow pit with no beginning and no end.
Below are the lungs.
> Lick pet
You love on your pet with some little licks.
Your pet twitches a little and stirs, then is still again. It's a start at waking him up.
> You eat Demon
(first taking the Evil Demon)
Philosophers are not yet supermen.
The demon swoops down at you and smacks you with a huge clawed fist. You crash against the wall once more with the force of the blow.
> Oops
"I don't understand.. start again, please, help me.."
> You go east
You take a step into the vast darkness of the mine, but you realize that, without a light source, you risk plummeting into an unseen shaft. Better not risk it.
> Go south
You take half a step and nearly trip as you turn. A woman is standing to the south, at the end of the hall. She leans on the frame of an open door, talking to someone in the room beyond. If you continue, she will certainly notice you.
> You take all from the drawer
comb: You comb your hair a bit. When satisfied, you put it back in place.
jewelry: Taken.
> Turn page
You flip the pages by scrabbling at them until you are looking at this blocky diagram of a poosh stick.
"Lisa!" Marion says. "That's horrible!"
> You get the envelope
You typed a valid action, but it was for something that isn't visible right now, something that isn't in the game, or possibly a typo. If you're stuck, type HINT repeatedly to find the next action you can try.
> You pry the steps with the poker
The porch steps is not something you can pry.
Honey licks her thumb and turns a page in the magazine.
> You look at the plaque
The plaque reads:
"Leroy Raft never left the sea,
Ruined his ship finding Lorelee;
Long was his journey, no bride his reward;
Leroy Raft now lives in misery."
> You examine the cave
The cave went down underneath the lake of the dead.
> You look at the windows
The stained-glass windows are old and coated with grime, and many of the panels have been broken out by time and vandals. Enough remains for you to make out most of the designs depicted in them, however -- and you find them vaguely disturbing. Saints -- at least none of the saints you're aware of -- should not be depicted performing such acts, nor with such insidious leers on their faces as they perform them.
> You examine the sign
The sign is sagging sideways at a drunken angle, and looks as if it's about to fall over sideways. In florid pink letters the sign proclaims that the name of the establishment is "Eternal Springs." An earlier layer seems to have been painted over, but thanks to the irregularities in the surface (which are many) and the flaking away of the top layer (which is considerable), you're able to trace out the former name of the motel, which seems to have been "Bye Bayou."
> 1
"A bloody empiricist are you now?" the trees say, with a little cawing sound.
[1] Hey! What have you got against empiricists?
[2] That's rich coming from a group of trees.
[3] Well it's true -- apparently some trees can talk.
[4] Unless my senses deceive me . . .
[5] Was that a caw I just heard?
[6] You're just bitter because you haven't got eyes.
[7] Actually, I'm a level seven phenomenologist with a plus two blade of Obfuscation.
> You look at the control panel
It's difficult to see from this angle, but you're sure it has all sorts of neat buttons.
The large chemical tank behind Fiona begins to tremble and groan. She takes hold of the controls again and grins.
With a tremendous hiss of steam, the hoses emerging from the tank douse the barrels in some sort of liquid. When the steam has cleared, the barrels are no longer glowing.
> You ask Derek about the work
"Hi," you say.
"Hmm?" he replies non-commitally, his eyes not leaving the TV.
"How was work?" you ask.
Derek shrugs. "It was ok. Nothing exciting to report."
> Continue
The figure is nearly not there -- like shadows at the edge of your sight, or a dream of blindness. It crawls away from your vision; your eyes feel thick and strained.
The human outline bends over the desk, then regards you again. A sense of wordless sound moves across you.
> You tell about diary
"Interesting," says Christabell.
> You check what you're carrying
A mail-ordered short metal staff with a clear orb on the end. Its manufacturers say the staff will remove any creature that comes in contact with the orb. Inside the orb you can see a small unmoving cluster of turquoise tentacles.
A bottle of the dreaded Dante Tomato Sauce, Triple-Extra Spicy. Something is written on it. It is closed.
A Huxoflux & Son healing gun. You tested one of these four years ago, and they are excellent. Just shoot anything that is wounded or sick.
A nosehairscrew, a small intricate mechanism with many arms, spikes and pinchers. Part of the Guggensmith Portable Torturing Set that you refused to test some months ago. You are supposed to stuff it up someone's nose, and then twist it to cause horrendous pain.
A Remmingheim Supreme crossbow, loaded with an arrow. The Supreme model is supposed to have a special feature. When you shoot it, the arrow will magically return, and the crossbow will be loaded again. The hard, razor-sharp arrow is protruding a good ten centimeters from the front of the crossbow.
"The Ultimate Creature Manual" by Arthur Hippoman. According to the back it contains information about every single monster in the world, and how to defend yourself against them. It is suspiciously thin.
A Super Champion Helmet. It is round and made of thin metal. It was supposed to magically turn you into a hero.
You are wearing:
A pair of mirrorshades. You could see yourself in them if you weren't wearing them.
On your finger is a Snuffelburg & Co. Type F Magical Ring. It is red and golden. It is supposed to protect you from any magical rays, by moving the effect of the ray away from you and onto the gremlin. That is, if the gremlin is still wearing the smaller, magically connected, ring.
A pair of red boxer shorts, decorated with tiny teddy-bears dressed as sailors. They are not something you are supposed to test; they are your own.
> Go south
You're in a small bedroom. The room is almost entirely filled by
the bed. The hall is to the north.
Sitting on the bed is a pillow and a bedspread.
> Go west
That way takes you back into the mall. Surely the parking lot can't be far.
> Inventory
You have a hole in your stomach, and you're wearing cacao manacles.
> You talk to Davidson
"Hello, Mrs. Davidson. Nice to let me in."
She squints at you again. "You aren't the Johnson boy, are you?"
[1] "That must be the young man I found ... outside. He's dead. At the picnic table. He committed suicide."
> You put 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 larger than it was when it went in.
> You look at the markings
If the professor is right, and the strange patterns on the artifact have something to do with music, then they aren't like any kind of musical notation you've seen before.
"This artifact has enabled me to identify the Nisnoc Siw with the legendary music-makers of quite a number of indigenous cultures across the Americas," says the professor. "But aside from the music-making mythologies we can cobble together, this artifact, with its inscriptions, is all we know of the Nisnoc Siw."
> You drop the red
A few moments after dropping the shard of red glass, the hand scuttles across the square towards you and settles down to examine it. If you want to pick it up, now's your chance.
> You show the photographs to the boys
"Hello again," you say, trying to sound cheerful. "I'm back."
"Was she gone?" the smaller boy says. "I din't notice."
The boys look at one another and roll their eyes, as if wondering how you could be so stupid.
> You examine the glass
The juice glass is about three inches tall, and an inch in diameter.
> Go downward
You orient on local landmarks and approach the most interesting orbital body, which is the rocky little planet YZ Ceti B.
YZ Ceti B (hewing to the obnoxious naming scheme in your memory banks) is the second planet out from YZ Ceti, an excellent vantage from which to observe the pretty star without frying all of your circuits irreparably.
YZ Ceti flares! For a few minutes, the star puts out a spectacular burst of radiation - everything across the spectrum, from X rays to radio waves - before subsiding to previous levels.
Your memory banks advise you that this phenomenon is an offshoot of magnetic reconnection. Your logic circuits advise you that people on Earth might find it useful to have a recording from this close of a vantage. You could help out!
> You kill Conan
Conan takes the broken blade and holds it before him with both hands. Then he takes it and with a sudden thrust buries it deep in his muscular stomach.
Blood flows, as Conan turns and twists the blade in the wound until he sinks to the floor, dead.
> Go north
This is the northern side of the Witchville Rotary. A road leads north, towards the river.
On the corner stands a broken-down old church that looks as if it hasn't been used for years.
> You get the xbox
Taken.
It's really cold in here.
> Inventory
You are carrying a wooden bucket and a burlap sack (which contains a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, a flashlight, a mystery by John Dickson Carr, a croquet hoop, a partially crumbled piece of burnt toast, a bad fuse, a sketchbook, a screwdriver, a stone bracelet, a gold locket, an indecipherable map, some fire tongs, and a poker). You're wearing your clothes.
> You examine the eyes
Small and sunken.
> Go west
In the Corner of the offstage area, you see the top of an old wooden stairway.
> Go northwest
The lane narrows here to little more than a badly cobbled sidewalk as it wends its way up through a series of tortuous bends and switchbacks. In some places, the street is so steep that steps have been cut into it, worn down over the years and slick with moss. Your progress is blocked at the top of the street by a blank brick wall.
> You examine the dough
Amos always resorts to baking when he's troubled by something or other. Lately, his recipes seem to taste better (to you, anyway) before they're baked than after; quite fortunately Amos never begrudges you a sample of his experiments.
> Smell Gnocchi
You try to smell the gnocchi, but it is contained in its plastic bag and gives only an impression of chemicals. Dissapointing.
You dismiss the gnocchi and carry on shopping.
Another story done. Not the only one...
Late Thursday night. You've had a hard day and the last thing
you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly.
On to the next aisle.
Interesting... fresh Gnocchi--you haven't had any of that since... Rome.
The aisle stretches to the north, and back to the south. The shelves on either side of you block your view of the rest of the supermarket, with only the brightly coloured aisle markers visible.
You have stopped your trolley next to the pasta section, bright plastic bags full of pale skin-tone shapes.
There is a brunette woman a few metres ahead, filling her trolley with sauces.
> You examine the cabinet
It's an ancient, clunky metal box, about the size of a kid's lunchbox. There's some sort of lettering on the cover, but it's too corroded to read.
> You put the minilamp in the space
(with one hand, hanging by the other)
Hanging from one hand, you toss the lit minilamp up into the space above.
Your arms are beginning to feel numb.
> Inventory
You're carrying:
dim bulb (Providing light)
You're wearing:
pocket pager ( on your belt )
> You turn the dial to 1
You set the dial to channel 1.
> You open the flask
You open the flask.
A flurry of dead leaves goes skittering along the ground, swirling past you in the wind.
> Go west
Confessor Destine has little taste in either selection or arrangement. The open bone door leads east.
Unfortunately, most of the 'menagerie' is made up of stuffed exhibits.
First the visitor is greeted by a pile of hay in an empty stall: the housing for a pellucid llama.
Then they see a worried looking bird mumbling to itself in a cage.
Finally, at the back of the room, they see a glass chamber swarming with shiny black beetles.
> Go up
Many books of precedent line these walls, containing every kind of contract that can be made to bind every kind of soul.
A hole in the floor descends to the other, less savory portion of this place.
> You examine River
The Miskaton's waters are sluggish and dark. Some sort of oily film coats the surface, reflecting back ghostly swirls of color.
> You show the bottle to Dan
Old Dan's eyes widen. He grabs at the bottle, almost throwing himself off-balance. As he weaves: "Gimme that! For the love of God, give me that!"
> You hit gong
The gong resounds with a mournful note that echoes throughout the castle.
The gaunt soldiers that guard the Great Hall leave their posts to file slowly into the watchtower. They shamble and crawl over its mouldy flagstone, picking at the carcasses chained to the walls.
> You look at goblin
There is a sudden quiet, a moment when the surgical lights flicker and time itself seems to slow. For an instant something brilliant swims at the edges of your vision.
the edges of your vision.Reden's eyes close.
the edges of your vision.Reden's eyes close.The moment passes. Doctor Cavala seizes him, shouting, but the goblin is unresponsive. She checks his pulse. She produces a needle, lines up an injection -- the needle withdraws empty, stained with foul black effluvium. But he does not awaken.
not awaken.Seconds pass. A minute. Finally she stands, silent, her breathing level. She takes off her mask and sets it on the operating table with an air of grim finality.
table with an air of grim finality.(To continue, choose a response from the list by typing the corresponding number.)
1) "Damn it."
2) "I'm sorry."
3) <Take off your surgical mask.>
> Script
Scene:
landscape garden, evening
to lamentations from the dead.
Stage directions:
inventory (i), examine (x), take, drop, talk to
future (f), past (p), clockwise (c),
counter-clockwise (cc)
wear, undress, wake up
infect (when wearing graveclothes)
> Wait
Time passes.
A few commuters get on and off the Transit capsule.
You see a small red light in the corner of your vision which vanishes as you turn to look at it.
> You examine the door
There is a large crack in the door, from the top right corner to half way up the left side, forming a triangular block separate from the rest of the door. The main section of the door is on the bottom right.
It is covered in shadows, and it is giving off intense heat.
The triangular block is covered in shadows, and it is giving off intense heat.
> You examine the altar
As altars go, it is fairly tacky: sponge-painted to simulate age, draped with an excessively ornate doily.
> You ask her about Mr Graham
"It is like this," she began. "Ach! I have not the words for it in English!"
> Defenestrate
You make a quick feint with your electrical prods, and then strike the inferior lifeform full on with your body. Being inferior, he does not expect this and is knocked out the window to the ground far below. Victory is yours!
Suddenly, however, a terrible understanding dawns. You feel your tethers to reality waver and weaken. Searching your memory banks, you realize that his form matches that of the man who created you and all your kind, many years before. Clearly he traveled in time to see his glorious masterstroke! You must resuscitate him!
You head out on a most unaccustomed mission of mercy.
This relentlessly cheerful area is full of as-yet unexterminated life forms. After the equinox they are often more aggressive about not being exterminated. It's really quite offensive.
Your creator's past self lies dying here!
> 1
You look through the peephole.
That's odd. You can't make out anything. All you can see is a misty gray.
1) "Who's there?"
2) "Horatio?"
3) <Open the door.>
> You go to the north
This room is small and, perhaps, rarely used -- not dirty, but not quite as clean and white as the corridors. The door to the south is open.
Two rough wooden crates are backed in a corner of the closet.
On the larger crate is a bolt wrench.
> Go west
(opening the real estate office door first)
The rain is still coming down, so you open your umbrella.
A grim little cul-de-sac, tucked away in a corner of the claustrophobic tangle of narrow, twisting avenues that largely constitute the older portion of Anchorhead. Like most of the streets in this city, it is ancient, shadowy, and leads essentially nowhere. The lane ends here at the real estate agent's office, which lies to the east, and winds its way back toward the center of town to the west. A narrow, garbage-choked alley opens to the southeast.
The office door is open.
> Google spasibo
(on the computer)
You google for "spasibo", but it turns up nothing of immediate interest.