Borgupine/floyd huggingface dataset:
> You go to the north
This is the north bank of the cascading stream. Water tumbles over rocks as it rushes through the forest down towards the shore. To the east, a shallow slope of rocks and debris leads down further into the forest, away from the western mountains. A relatively straight, dead kauri tree has fallen across the stream here, bridging the banks and allowing you to cross to the south.
Nagi scampers off to your side, curious to see what adventures you have planned next.
After touching your feet on the north side of the stream, you can't help pulling out the field radio and placing a call. "Eruera! I made it across the stream! Nagi -- sorry, that's a nanakia that I found -- was copying everything I did, so I got it to pick up a rock and climb up a dying tree on the far bank. The weight was just enough to make it tip over and fall across the stream!"
Eruera chuckles. "Very good, Tim! I'm not sure I followed all that, but I'm pleased you're making progress!"
"Me too! I actually climbed a tree on my side of the stream -- that was how I got Nagi to climb too!"
> You kill the witch
You pass out from the pressure of waiting for the inevitable attack. You come to in the main gallery as the zookeeper snorts. "Must be goin' soft in my old age. But watch out for the Avocado, I ain't goin' near it to grab you out!"
You have come to a central gallery opening onto eight small rooms.
You hear strange yells, mumbles, cackles, screams and mad ravings coming from the rooms.
An old woman dressed in a zoo keeper's uniform looks up at you.
> Inventory
I have a string of handkerchiefs, a sewing kit, a hatchet, a cigarette lighter, a needle, a ball of yarn, and a pair of scissors.
Time is running out! The volcano is so close now that its deafening roar drowns out every sound, and the balloon is bathed in its eerie orange glow!
> You read the contract book
You read with interest the indenture of a certain ostler. Thanks to the neat way the names are written at the top right corner of each page, you could easily look up anyone, though.
> You drop the candle
You set the candle down immediately under the inscription -- but that's no good, you see at once, because thanks to the curvature of the wall you still can't get the thing at the right angle. Perhaps if it were lit from further off and from the side, rather than the bottom...
> Go west
The coat room is almost empty. The Dutch door to the South stands open.
On the wall behind the counter there is a ratty coat hanging on a nail.
A gentle tug causes the coat to slip slightly to one side. Through the eruption of moths you see that the coat is covering a doorway North. Pushing the coat to the side like a drape, you go through.
You have come across a store room. A stairway leads down. A closet is North.
A small magnesium box sits on the floor
A name brand SCUBA suit lies dripping
Reaching the bottom of the stairs, you can see something massive to the West.
You squeeze past the gently hissing boiler. There is a maintenance walkway that runs beside the boiler toward the North. Stairs are to the East.
The boiler knocks and pounds - small jets of steam hiss from the seams.
The corroded safety valve spurts like a steam calliope. ( on top
the boiler
)
> You go north
A rickety wooden platform is built on the edge of a cliff to serve as an station for a cable car ride up to the mountain. It overlooks a beautiful waterfall rumbling below.
The road leads back east and the cableway's engine is in a shack just to the south.
A cable car is docked to the platform.
> You check your inventory
You are carrying nothing, and are wearing a pair of dusty black jeans and a gun belt (which contains a six shooter and numerous bullets).
The plainswoman leans forward to sniff the concoction brewing on the fire. She sits back again shortly after, apparently unsatisfied.
> You examine the Webb Mountain
The mountain is a sea of trees, dark green waves rolling over a weathered landscape. These mountains are considered by some to be less majestic than the Rockies or other, younger, unweathered mountain chains, but you think of them as wise and old, containing secrets.
> You throw the acorn in the ravine
"No Master. I think I should hold on to this."
> Gnusto malyon
Your spell book begins to glow softly. Slowly, ornately, the words of the malyon spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied.
> You look at the tower
Hero 3 is hiding inside the dogtower above its entrance, pressing against the walls with his hands and feet to keep himself aloft.
> You examine the corn
The corn kernels are dry and hard as a rock.
> Inventory
You are carrying:
two books:
Clock Repair
On Vegetable Dyes
a stone block
a butcher knife
a hinge-lidded teapot (which is open)
not very much water (which leaves some room in the hinge-lidded teapot)
a sack (which is open)
a sword
a snuffbox (which is closed)
a white handkerchief
two metal dishes:
a plate
a cup
a swordstick
five food items:
a bay leaf
a sprig of parsley
a sprig of mint
a clove of garlic
a single yellow onion
a dashing hat (being worn)
> You ask him about the lydia
You tell the Reverend that you personally believe there's some sort of life after death, because you've seen a ghost. You're half hoping he'll ask where, but the topic doesn't seem to interest him. "The ways of the Lord are mysterious," he says vaguely.
> You put the blanket on girl
Perhaps if you get her somewhere more comfortable first.
> You look at Door
It's a perfectly ordinary wooden door. You try the handle, but it appears to be locked.
> Go north
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
Oh, no! You've been burgled! I hope Dr. Roach was insured.
There is a travel pass here.
> Go east
Cracked Road (crawling)
Your path continues east over cracked, uneven asphalt. A glint of chrome to the east might be a diner. Everything here is dry as paper and there's not a cloud in sight to shade you from the harsh afternoon sun.
> You go to the south
The grim, white-washed edifice of Danvers Asylum bounds this tiny, shadowed courtyard to the south, its narrow, barred windows staring blankly down at you like ranks of shriveled, empty eye sockets. You can escape through a narrow gateway in the high, brick wall to the north.
> Continue
You turn the dial one step, unveiling the sign of the Eyes.
> 1
"What should I look out for?"
"Our goal is to combat the disease," Doctor Cavala replies. "We need to determine the means by which it is transmitted -- whether it is endemic to a particular area, or spread by contact, or something else entirely. Once the transmission method is determined, we can take measures to isolate the disease and find a cure."
1) "Can you tell me anything about Doctor Arturus?"
2) "Do you think Doctor Justinian can help?"
3) "I'm on it, Doctor."
> You examine the laundry
The big wicker basket is full of laundry.
> You say mighty Potnia
(to Puffy)
You need to wait a moment for Puffy to give you the prompt.
There's that tickle again.
You hiccup again.
"Who bore a great son?" Puffy intones in your general direction.
> You examine Rogaine
Rogaine was completely bald. There might be other interesting things happening in the portrait, but you find yourself too distracted by how well the artist captured the shininess of the man's head, to the point where you can make out a reflection of the artist himself, hard at work.
> You go west
This is where the family keeps the wine and the olive oil. It is a cool, windowless room; the kitchen proper is up some steps to the east.
A rickety set of shelves stands against one wall.
> You talk to the carny
You say hello to 'Sparrow' Gubatosi.
(You could ask him about himself, the incidents, Wilberforce Wyatt or Jonathan Boom.)
> You ask Barb about the treats
"Barb," you say, "I need my casserole dish. I'm leaving."
"You know, Amy, I'm hearin' ya, I really am," she says, "But I can't help these cravings. In fact, the only thing I'm craving more than these rice crispie goodies is a good old fashioned ants on a log. Like in girl scouts!"
> You stand on the table
You climb up onto the table for a while, but the duck is still far too high to reach. The table creaks under your weight, and you deem it prudent to get off.
> You look at the signpost
It points south. The lettering has been worn away by the wind.
> Go south
This is the centre tower of a sweeping castle, the location where everything links up with everything else. Wide corridors range north, south, east and west, crossing a sickening height over a fetid moat. You can see through the arrow loops that they're walkways to an outer ring.
You can see a dark portal, a spade and a Set2 here.
The Veil arrives from the north.
> You look at banana
It's got black spots on the skin from sitting on the fruit bowl for too long.
> You check your inventory
You're carrying:
dim bulb (Providing light)
long hotdog
stage makeup
sharp knife
old lamp (Providing light)
oaken bucket
scuba suit
fortune cookie
paper fortune
sturdy plank
valve trumpet
You're wearing:
solitaire ring
> Leave
This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.
Several long pine planks are leaning in a corner.
You see some rat droppings, some onions, a wooden bucket, and a burlap sack (which contains a gold locket, a pill bottle, the key to Cabin One, a little white pill, an old shovel, some faded photographs, an indecipherable map, a hand mirror, a black-eyed figurine, a green-eyed figurine, a sketchbook, a stone bracelet, a flashlight, a mystery by John Dickson Carr, a croquet hoop, some fire tongs, a poker, a partially crumbled piece of burnt toast, and a bad fuse) here.
> You look at your surroundings
This was the approved route to shelter, before the bombs hit and the ceiling collapsed. Now, shards of plastic and glass jut from the rubble, and more than one corpse lies buried beneath the weight of stone. Heavy debris lies half-propped upon long pieces of rebar, creating a hazardous barrier that blocks the way north. The way south remains open.
To the west, more debris blocks off the door to Avery Thomas's classroom.
The fire alarms flash and shrill monotonously.
> Go north
An east-south bend in the hall. To the south are several stairs.
> Smell photos
What's clear is that someone was here.
> You examine the star sign
Lines light up novel connections between the stars, making an uncanny new star signs that spread across the walls of the observatory.
The Adept is ascending opposing the Noose.
> You ask Galen about the love
You can't figure out how to bring that topic up.
The wind gusts, blowing the rain horizontal. The car stops. Galen leans back, sighing. He runs a hand through his hair, looking at you, something mysterious in his eyes. The front door of the house opens, and men in black suits come out. And after them- your grandfather. Galen releases the cuff from around his wrist and raises his hand to touch your cheek gently. "I'm sorry, Enra." Despair has never tasted so bitter.
***You did not escape***
> You wait
Time passes.
You hear a sharp crack from somewhere nearby.
-- glaring light...
[Hit any key.]
Interrogation Chamber (imprisoned in the chair)
You blink away memory. The dim room comes again into focus, and the man behind the desk.
"And the noise went completely unnoticed," says the man, an eyebrow raised.
> You open it
(first taking the flask)
You open the flask.
> You go south
You can't go back. You have to make it to Ward Ten somehow.
> You inflate the balloon with the pump
You put the hand pump into the balloon's opening and pump up the balloon, expanding the silver plastic into an oblong ball. Once the balloon is inflated, you tie a knot in the opening to keep the air from escaping.
Teeterwaller looks around purposefully.
> You go west
The brick beach path ends at the foot of a cement stairway that leads east to the Tybrisa Pavilion. To the northeast and southeast, twin boardwalks wrap around the pavilion towards the beach. By one of the boardwalks is a simple public shower, while a white diving bell stands near the entrance of a small building to the northwest. Your hotel towers back to the west, obscuring the sunset.
A sign advertising boiled peanuts points east, into the pavilion. There's an ugly gap in the path.
You see a crowbar, a sieve, a loose brick, a length of rope, a strapless pair of goggles, an antique bottle, a cork, and a shrimp here.
A slight gust of wind sends eddies of sand swirling over the brick path.
> You talk about the aliens
"I'm beyond being able to talk about that," Frankie says then burps.
> You look at the calendar
A large desktop calendar with disposable pages. The currently-displayed month is May of 1978. While notes are scrawled on the calendar, little are of any use; most are for day-to-day activities centered around someone named "Ian". Several other names are mentioned: "Atwater", "Elaine", and occasionally "Pearce". A quick page-flip reveals that little is filled out for future months in the calendar. Whoever was using this lived in the moment, or at least by the month.
> Wait
Time passes...
Time passes...and you die from some obscure poisoning.
****  You have died  ****
Now, let's take a look here... Well, you probably deserve another chance. I can't quite fix you up completely, but you can't have everything.
You are inside a huge crystalline sphere filled with thin red mist. The mist becomes blue to the west.
You strain to look out through the mist...
You see a small room with a sign on the wall, but it is too blurry to read.
> Go south
You are in a small side room. The exits all lead back to the main gallery.
The theater janitor was looking around the room. Hearing you, he looks up.
> Look around
Stupid West Bank (in the stupid rowboat)
You've made it to this side. Now to get everything else across.
Tim plays his stupid video game thingy.
> Go southeast
This is a peculiar room, whose cream-colored walls are thin and translucent.
An exit is to the northwest and it is very strange indeed, perfectly round and black as pitch.
There is a battered lantern here (providing light).
> You show fish to the hedgehog
"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food."
The hedgehog starts to sing:
Is a happy happy hog!
It's a good day for eating
And siiiiiiiiiiiinging!
> You examine Azoth
A representation of the Staff of the Philosophers that stands for the Ineffable Truth. Or so you were taught in school.
> You go east
This area of the island featured a placid, shallow pond. It seemed to be the very center of the island; she could go in any of the four cardinal directions from there.
Franz arrived from the west.
> You examine the rocks
The fallen rocks prevent you from proceeding west.
When the rocks fell, we were lucky because grubmen are stupid. Instead of coming to kill us, they went to pray to the grubqueen. It would have been easier if they hadn't left a sentry.
> STA 3
There is a brief flash of light, and you find yourself in...
This is not so much a physical place as it is the essence of the number three. A vibrant green light fills the space.
Your number sheet glows brighter. It now reads
pi: 3.14159  3.14159   (5 spells used)
e: 2.71828  2.718xx
sqrt(2): 1.41421  1.41421   (4 spells used)
sqrt(3): 1.73205  1.xxxxx
sqrt(5): 2.23606  2.236xx
phi: 1.61803  1.6180x
ln(2): 0.69314  0.6931x
zeta(2): 1.64493  1.6xxxx
zeta(3): 1.20205  1.20205   (5 spells used)
gamma: 0.57721  0.57721   (5 spells used)
In addition, your spell list now reads
END: End the examination, submitting your work for grading
RET: Return to examination room
ARITHMANCY SPELLS  (X = already used this sequence)
INC: Add one to current number
FIB
(X) STA #: Begin a sequence of digits
PLU #: Add a single digit to current number
MIN #: Subtract a single digit from current number
TIM #: Multiply current number by a single digit
DIV #: Divide current number by a single digit
CAT: Concatenate previous number to front of current number before applying operation
MOT: Truncate current number to its ones digit before applying operation
INV: Invert operation
> You take the grapes
That's hardly portable.
Around the edge of a nearby trellis wanders a heretofore unseen wombat.
Wait. Wombat?! Wombats don't exist. They're like... wallabies. And kangaroos. And walaroos. And Tasmanian devils. And dingoes who eat babies. They're all made up, mythical creatures from the fictional continent of Australia...
You rub your eyes in disbelief, but when you look again, the wombat is still there. Upon seeing you, he stops, cocks his head, then narrows his eyes and wrinkles his hairy snout. He appears to be... snarling. It's all a bit of a farce, really - something so little and adorable as a wombat trying to look threatening.
What was it you heard about Wombats, anyway? They're herbivores... right?
> Prompt man
"Yes," he whines. "It's a fingerprint lock on my print, yes, that's true. I don't know how she got in, but she must have. There's a lot of chemicals inside. I don't know how!"
> You wear the graveclothes
As you shuffle into the graveclothes, a strange malevolence steals over the scenery; or perhaps you yourself have become that strange malevolence. Your fingertips drip with infection.
> You examine angel
The stone angel and the elaborate pedestal upon which she rests has been beautifully carved out of alabaster stone. She gracefully kneels, looking down at you with a most serene expression.
> You take the dress
You already have that.
> Adv
You head out to Black Knife Dungeon. The weather is warm and breezy.
You return to Level 2....
Press SPACE.
You descend a short flight of stairs. You kick open an iron door and enter a room with a pit.
A thick yellow slime squishes into view. It pulses on the floor, burbling occasionally.
> You look at the diner
Through the windows you can see chairs stacked on tables. It's dark in there.
> You examine the lines
Drawn on the edge of the shelves is a set of lines. Each one has a date written beside it. These are your height measurements from when you were a child. Now, you're taller than all of them.
> You open the side door
It's locked. Frank must've locked it when he got home.
> You put the passkey ithe bas-reliefs
The bas-reliefs are high out of reach.
> Wait
Time goes by.
( You can also use commands such as WAIT 10 MINUTES and WAIT UNTIL 10 AM. )
> Go east
You're in a tiny room used for the storage of tools. The exit is to the west.
You can see a macaw and some tools here.
> You look in the box
The workbox is empty.
> Go downwards
The staircase swivels dizzyingly as you descend.
A long corridor with an extremely high, vaulted ceiling. It gives the impression of tall trees spreading into branches over your head, although it's all just the same grey stone. Staircases lead down and up. A strange red plastic door leads north, and a black door leads west. To the south, the corridor opens out into the Hospital Wing.
> Look around
You are in a sumptuously decorated parlor, containing a mantelpiece with a vast mirror above it. The sumptuous decorations consist of an old, ratty, couch. The living room is back to the west. A window-frame on the south wall contains a picture of a sunny field. A light fixture above the window is empty.
In the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door E2N, which is open.
> You examine Ferdinand
Your oldest friend, Ferdinand might also be your only friend left now. There's no one more experienced when it comes to warfare, and in most situations you'd take whatever tactical advice she had to give. But when she drew you aside earlier tonight and told you that your goose was going to be cooked -- that the countess, indeed, was stoking the fire -- you assured her that you'd baste yourself thoroughly first. She didn't think it was funny. She also knew she wouldn't change your mind.
> You scan the red Bull
He kicks the slider out of the way! You were only able to read BRGBBB. He's not going to let you near it.
"GET OUT!!!!" yells Red Bull. "Turn, runt!"
His boot swings within an inch of your chin, prompting one of your finest feints.
> You talk to Captain
"You know," says the captain, "I never get sick of coming up here.
It's just so beautiful."
> You drop the mirror
Dropped.
> You change the channel to 3
You change the channel to number 3.
It's the galactic news. It seems that the conflict between Breiwnquaria and Erwp has gotten worse, the cheese prices have risen and Venus will have some meteor storms next sunday.
> You put the blank in the keypunch
(the keypunch)
You put the blank punch card (smelling faintly of mildew) into the keypunch card slot.
> You go to the south
You can see some customers, Jean Claude and a lectern here.
> You go to the hallway junction
FC: Cryolink established to Auda.
AUDA: I hear you loud and clear. Talk to you when I get there.
> You drop the pager
(Taking it off first)
You drop the pager.
> You talk
You chat with one of the local guards. He says that people are getting needlessly anxious about monster attacks. "They stay in their dungeons," he chuckles.
> Go north
Sunken Lane (East)
> Neep
The pika shifts his gaze to look at you, but fears to approach.
The pika returns along the left path carrying a bunch of mountain avens and a few unusual leaves crosswise in his mouth, which he quickly hides in the boulder pile.
> You get clean
I extract the clean up intent from the card sharp.
The gambler looks longingly at a poker table but remains off to the side.
The card sharp sizes up its fellow players.
> You jump over the chasm
You would achieve nothing by this.
"Bah! I bore of this!" the bat states! It plucks you up and carries you to down!
> You knock on black door
No reply, I'm afraid.
> You take all
recklessly manner: I extract the recklessly manner from the reporter. drink intent: I extract the drink intent from the reporter.
The reporter asks one of the dignitaries some pointed questions.
> About yourself
You aren't really obsessed.
You do have other things going on in your life. You have other goals. But isn't it best, with any goal, to give it your complete focus, at least for as long as you're focusing on it? Yesterday you had something else to take care of, so you took care of it. Tomorrow there will be yet another thing to worry about, and you will worry about it, exerting one hundred percent of the concern that the issue merits.
But tonight, you are going to get to the top of that tower.
> Examine salesman
The salesman is wearing a fancy black suit. He seems faintly oily, but not in the delicious fried meats kind of way.
> You continue
He draws the top card from his deck and places it face-down on the table.
> You go to the north
Ser Leonhart follows you to a cobblestoned courtyard enclosed by rose bushes with a fountain in the centre. To the north is the ballroom. Stairs descend below the wall to the west.
> You look under the table
You kneel down and look under the table. A cockroach sees you, panicks, runs around in circles and finally scurries out of the room.
> You ask Bartender about the beer
(the Bartender about that)
The bartender cocks his head as you speak, then shakes his head eloquently. Looks like he doesn't have anything to say.
> You examine the large key
Presumably, it opens the barred gates, providing access into (or out of) the asylum.