Borgupine/floyd huggingface dataset:
> 1
The demon snaps his fingers -- his cloak and the organ behind him vanish with a sulphurous crack. He stands, all-powerful, staring you down.
Not knowing what else to do, you lower your head and charge at him, screaming. Your eyes closed, you fail to see where you're going and, as he dodges easily out of the way, you smack straight into the ivory wall. As you reel back in a daze, staggering, the demon soars above you, fire flaring from his fingertips and smoke pouring from his nostrils. The chamber fills with his laughter.
The demon extends his hand, and an enormous fireball careers towards you. You roll to the side just in time as the fireball crashes into the ivory floor, scorching the tiles.
> You examine Salio
The patient record for Sal. It states that he was admitted together with Piper on the morning of the Third of Aquaria, complaining of migraines, nausea, and vomiting. Doctor Arturus initially diagnosed food poisoning, but the diagnosis has been scratched out. The rest of the file is blank.
> You cut the rope with the sword
I don't think cutting the rope is a good idea; you might need the whole piece later.
> Go west
(first opening the iron portcullis)
(first unlocking the iron portcullis)
You lack a key that fits the iron portcullis.
> You go to vacuum
You burst southeastup through a small patch of cloud.
The air is hot and humid.
The stiff wind blows you off course for a moment. You struggle to remain in place.
The atmosphere is weak and thin here.
The bottle of vacuum lies to the east and slightly above you.
The chest of solid gold lies slightly to the south, far to the west, and far below you.
The sealed kettle of liquid toluene lies far to the north, far to the west, and below you.
The flask creaks a little.
> You dig the hole with the spade
The ground looks unsuitable for digging here.
> Inside
Getting back inside is a little trickier than leaping outside, but it's nothing you and your fancy head full of kinematic equations can't handle.
Node 4: Aft, Port
While some of the station's science experiments are still here, many of them vanished along with the rest of Node 4. The port wall is filled with racks of equipment and inset storage compartments. The damage is extensive near the aft ragged edges where the station now ends. From here the escape pod is fore and the sleeping racks are starboard.
The floor underneath you has a large crack in it.
One end of the chain is looped around the science experiments; one end is clipped to your suit.
> Go upward
With great difficulty, you manage to climb out of the open grave.
> You examine the walkway
The walkway rings the hall on every side but the south, casting a shadow on the floor.
> You look up timidus
Adjective: afraid. Agrees with something nominative singular. What does it match with?
> Inventory
Flame licks over you, so fierce it seems you must die.
("Purification of the spirit," he mutters in your ear. "You'll survive. You'll survive." And of course you do; you always survive.)
When you get up again, autumn has arrived. Your legs are weaker than you remember. Your breath catches when you try to run. But you're able to undertake his other errands, in unworldly places.
> Go west
The SLAVER KING maintains this plank-paved highway for the good of his fat merchants, using slave labor. It is built on the backs of your people, and of any others his slave-catchers can beat into submission. Legend has it that a part of this road runs all the way distant to the UNKNOWN HIGHWAY! From here, however, it runs east to an ABANDONED QUARRY, and west into the pine-woods north of the CASTLE.
GUNWAR accompanies you.
> You show the old coin to the ghost
The gray lady looks carefully at the old coin. Then she says, "I'm not sure you'll have any more use for that." She takes the old coin from you and places it in the gray storage bin. "If you ever want it back, though, feel free to just take it," she adds. "I might be wrong."
> Go north
With a blink and a flash, you're suddenly somewhere a bit more familiar...
This room is much smaller than what the movies tell you. A stairway leads up to a gallery, though most of the roof and the upper floor is missing. A few chairs and tables gather dust, accompanied by a lone piano in a corner.
A counter is near the back wall.
An impressive chandelier dangles from the remains of the ceiling.
Curb has dug a hole into the ground here.
Behind the counter is a shelf lined with a row of casks.
Your possessions shift slightly. The Nox Box seems to have returned.
> You go west
The closet is small and pretty much empty. Set in one wall is a little metal door about a foot high, which is open, giving you a close-up view of the biggest spider you've ever seen. The bedroom is to the east.
> You go to the east
Mr. Teeterwaller comes with you.
The brush alongside the road is crushed against the ground, and deep tracks from heavy machinery are pressed into the soil. The road continues east and west; you can see only darkness in either direction.
> You ask Guy about the bow
You have a look in the basket. It doesn't look too promising. "Archery equipment on clearance, you say? How much for the bow?"
"One farthing. Firm. And I don't want no 'agglin neither from the likes of you," he clarifies.
> You look at Judith
A tall, graceful, middle-aged woman, dressed in black, who is still breathing faintly.
Judith looks up at you, expectantly. "After all these years - thank God you aren't too late....."
> You get all Bread and the biscuits
delicious hot loaf of wheat bread: Taken.
delicious hot loaf of wheat bread: Taken.
delicious hot loaf of sourdough bread: Taken.
rock hard biscuit: Taken.
rock hard biscuit: Taken.
You move the empty pans from the oven to the work table.
"A loaf of bread, please!" requests the white robed citizen.
[5:30 pm:21|200822]  doug2008 : Name?
[5:30 pm:21|202786]  **Lang**: Looking to Party: Nights in Rough Burlap
[5:30 pm:21|202869]  Goldie58: WHEN ARE THEY GOING TO NERF THE WALEWALKER PALADINS???
Heat blasts from the open oven into the bakery.
Bri'anne Wayverlyn the CrystalSinger is in the crafting interface.
> You look at number
pi: 3.14159  x.xxxxx
e: 2.71828  x.xxxxx
sqrt(2): 1.41421  x.xxxxx
sqrt(3): 1.73205  x.xxxxx
sqrt(5): 2.23606  x.xxxxx
phi: 1.61803  x.xxxxx
ln(2): 0.69314  x.xxxxx
zeta(2): 1.64493  x.xxxxx
zeta(3): 1.20205  x.xxxxx
gamma: 0.57721  x.xxxxx
> Go west
You once again traverse the maze. After walking in a random direction three times you end up back at the entrance.
This is a hallway continueing north. You can go back to the junction south.
You can see a sign here.
> You go to the north
Caves (Where Bubbles Rise)
Lornedei stops for a moment, surprised to see a stream of glittering bubbles rise from the bottom.
Following the bubbles upwards, she notices a slight rippling of the water above.
There is air above in this larger cave and just a hint of light somewhere ahead.
The cave curves gently to the left and continues northwest towards the light while south takes her back to the Junction.
Lornedei looks down to see where the bubbles are coming from, but she can't locate the source. She doesn't seem all that interested anyway. Her lungs are starting to ache. She will have to go to the surface soon!
> Go downwards
You brace your legs against the sides of the vent and descend in a controlled slide.
A cool, damp road beneath the mountain. Only a couple of the lights here work, and their dim yellow glow reflects off the slick concrete walls. The roads continues, exiting the tunnel to the southwest. To the northeast, you can see blue and red lights flashing in the darkness. There's an open exhaust vent in the wall here, leading UP.
> Go north
(first trying to open the back door)
The back door seems to be locked.
> You examine the gate
This is a strong, iron gate with spikes at the summit, standing about ten feet tall. It would be difficult and dangerous to climb and downright impossible to squeeze through the bars. The gate is currently closed.
Venkath looks around with a peeved expression.
> You examine the pedestal
This is a simple plastic pedestal fixed to the ground.
> You look at the passkey
A small oblong piece of ceramic that glows with sigil-work. According to Webster, you need it to get into the Channelworks.
> You look at the figure
The figure is carved of red stone. Its face is contorted in a grimace, and its body is bare except for a stylized loin cloth. Its stumpy legs are firmly planted on a round base, and are slightly bowed. Its right arm is extended in a grasping gesture. The arm is pointed straight toward the end wall of the tunnel.
> You get the potatoes and the onions
Yukon Gold potatoes: Taken.
yellow onions: Taken.
Linh calls out, "Does anyone have the immersion blender?"
> Diagnose
I have a critical wound.
> You check your inventory
You are carrying:
A blue crystal sphere
A letter opener
A rusty iron key
A Flathead stamp
A pearl necklace
A gaudy crown (being worn)
A bank brochure
A perfect rose
A china teapot
The china teapot contains:
A quantity of water
A lamp
> You examine the door
This door is the only other ground access to this chamber beside the tunnels. It stands between a pair of slender columns.
> You put the Beetle in the rucksack
She drops the big black beetle into the leather rucksack.
> You take the cat
Technically, you already have her.
> You examine the bouquet
You see a bouquet of one dozen long stemmed red roses bearing a card which reads, "To Ginger. From your most ardent admirer: Bob."
"Now ain't that just pretty." You say to yourself. "So Bobby-boy was here all right. I wonder what Miss Ginger could tell me about all of this?"
I mean it! You'd better get out now, Sam!
> You connect the radio module to the lamp
The radio module is already connected to the scan scrambler.
> Go north
The wreckage of multiple vehicles blocks further passage down the road. The only way back is to the west.
> You pour the jar in the pistol
You fill the pistol from the jar.
> You examine rake
The leaf rake consists of a fan of springy metal tines attached to a long wooden handle. It's ideal for raking up loose brush, leaves, and grass.
The gardener shuffles over to one side of the greenhouse and picks through some objects on a table.
> You go to the south
The road through the hills meanders north to south here, but a steep hill exists to the northwest wherein a vault door hides a half-buried mausoleum.
Strange noises echo around you.
> Pry writ
Success! Taken.
> You visit the coffee shop
A friend has told you that an amazing band will be playing at Yahara Fest today. You travel there, and nibble on some fungus right as the performance is about to begin. You walk through the crowd toward the stage, feeling increasingly electric. 'Please welcome...Climbing the Waltz!'
The stage is now occupied by a time-traveling marching band, performing wild arrangements of original music and doing circus stunts at the same time. Staci and you dance like tripping puppets on strings, and as a rainstorm descends for the final portion of the show, you dance so hard the raindrops vaporize into steam when they land on your gyrating bodies.
> You go north
You're in the middle of a large cave which runs northeast and south, standing near the corner of the concrete wall of the bunker, which is to the southwest. A wide chasm spans the cave here, preventing passage to the north. The chasm was once spanned by a footbridge, but it collapsed years ago, and only a few rusted girders remain. A narrow conduit, bolted to the western cave wall, runs from the bunker to a cabinet on the other side of the chasm.
> Smash golem
(the golem)
You smash your fist into the golem, then scream in pain. The trolls laugh.
> You throw the stick
The fox cocks its head as you wind up; it tenses to spring, and you hurl the stick far back into the undergrowth. With a yip the fox streaks after it.
A moment later it's back, bushy tail high. It drops its prize at your feet.
> Go northeast
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 east, southeast, up.
> You go to the south
A gentle breeze ripples the sparse grasses here, under a blood-red sun. There are many paths. You see mountains to the distant east. You feel a manly twitching in your thews, enlivened by the freedom of the open country.
GUNWAR stays loyally at your side.
> You leave
One of the advantages of living on the outskirts of town is that you were able to get a house with a little bit of land around it. Which isn't to say that you have to walk a kilometer to get to your neighbor's house, just that you can actually take a few steps outside your door and not be on anyone else's property.
Alley is sprawled on the front lawn, gazing up at the stars. "Hi, Daddy," she says. "Hey, how come the night sky is dark? I mean, with all the stars in the universe, if you look in any direction wouldn't you eventually see a star?"
> Aveh madah amunisu
You say "Aveh madah amunisu".
You feel like something didn't quite happen.
There is a faint twittering sound from the cage.
> Continue
You turn the dial, tuning into a piece of rock.
> You cut the chain with the car key
That seems to be a part of the ID camera.
Taken.
Cutting that would achieve little.
> You show the photographs to Honey
Honey lowers her magazine and turns her big round dark glasses in your direction. "Well, hello, there."
Honey barely glances at the faded photographs. "That's nice, sugar. Now why don't you run off and play or somethin'?"
Honey stretches languidly.
> You look at the crack
It is too small even to fit a finger through.
> You examine the tables
The Tables are carved as the Chairs. Game-Boards are inscribed into many of them, & some bear Dice & other pieces for Gaming.
> You go north
Sigh! Everyday existence is so tiresome. The regal catering
service has readied a sumptuous feast for you here at the edge of the forest. Dozens of gleaming silver chafing dishes await your inspection, but the smell of hot food sickens you. A massive copper samovar holds freshly brewed coffee. Golden serving pieces have been splendidly arrayed before you, but you know you could never be allowed to pick them up and serve yourself. If only your station in life allowed you to pack a lunch. A roast beef sandwich and a cup of coffee eaten alone in the woods would be ideal. Ugh, those peasant serving girls. So crass. Always cracking their gum and calling you "Hon."
You can turn north back into the forest.
The head caterer is directing his staff through another
pass-the-plate drill.
> Footnote 10
Heinrich Heine, set by Schumann in the first song of Dictherliebe.
> You look at your surroundings
The office is quiet and orderly, with a large counter separating the office proper from the visitors. Two doors against the far wall are, according to the signs, the lairs of Brother Matthews and Mr. Pannus, and sandwiched between them is a massive painting of Pope Innocent III.
Kym's trying to jot down all the juicy information, but there's too much of it.
The half-power night florescents gives your surroundings an eerie cast.
> You go east
The trail turns northeast as it climbs.
You're standing on a ledge, on a rather steep, overgrown hillface. Mist hides the stream below and the hilltop above, but the meadows and clouds beyond sweep away into the west.
Trails angle down to the northwest and southwest. Another crosses the hill to the south, but a chunk is washed out, too wide to jump across.
The bush seems to have been utterly demolished by the falling boulder. Nothing is left in the crack but a couple of splinters. (One of those little coincidences that makes your life a little stranger.)
Among the hill's brush and scraggly trees, the tree that stands here stands alone. You might be able to get your arms around it, and you might not; it must reach nearly as high as the hilltop itself.
> Drink ghost
Slurp! Now you've got an even half-dozen of these little things gurgling around down there. You're starting to feel like a slightly plastered egg carton.
> You read the note
'Parts list for electronic door opener:
1. Switch
2. Control unit
3. Laser power module
4. Circuit board (EK0007A)
5. Wire
6. Piezoelectric transducer
7. Jiffy box (size 2)
8. 3-volt LED'
> You ask Chip about the ceremonies
'When we acquired this space, we discovered it has a back room which was an old bank vault, which works perfectly for focusing sound energy. My wife Astra works with her voice and singing bowls, she is a Sound Oracle.'
> You wait
Time passes.
[POS: (11, 8, 0)  VEL: (0, -1, 0)]
> You continue
Okay, I lied. You start wondering what the ramp is there for, or what
it's demonstrating.
> Smell
The air reeks of the infernal depths.
Another blast of hot, foul-smelling air comes shrieking out of the pit.
> You look at the napoleon
The napoleonfish is bigger than you, and heavily built. It sports the typical big hump on its forehead.
> You enter
This TOMB is tiny and cold, and hath long ago been stripped of treasures by disrespectful, thrice-damned, impious, tomb-robbing adventurers who got here faster than you. An entrance leads down into the CRYPT, but a ghostly guardian blocks the way.
You can see a SPECTERAL SPIRIT here.
> You open canister
You open the canister, revealing a pile of sea salt.
You hear a crashing, thumping sound from above, and jump out of the way. No one falls, though, and in a moment it becomes clear that one of the parrots was imitating the sound of your galumphing descent through the rainforest vegetation.
> You check your inventory
You are carrying:
a musky grey lump
a commodious sack
a gold medallion
a violin
a porcelain plate
a pile of silverware
a tapestry of Saint Incertus
a crystal ball
a gorilla skull
a flintlock pistol
> You examine table
Cheap wooden tables who look like leftovers from a better establishment.
> You go east
If you ever wanted to learn more about fish, this would have been the place to do it. A shattered tank spans one wall, and a wave of broken glass fills the air before it. You can leave to the Hall of Mirrors to the west or the splash pool to the north.
An old leaden hatch is open, revealing an opening down to the basement.
> You go west
A beautiful pair of mahogany sliding doors lead east, to the study.
A section of the shelves in the western wall has slid to one side, revealing a hidden safe.
Resting on the pipe stand is a sizable volume decorated with a gilded pentagram on its cover.
> You go north
There was no way to go back. All we could do was go forward, and hope for a new exit somewhere past the grubmen.
You stand up cautiously to avoid cracking your head on the low stone ceiling.
This underground space is dimly lit by crusts of phosphorescent lichen clinging to the cavern roof. Ragged spires of rock jut from the ground, and cool, dark shadows fill the spaces between the spires. A crevice opens to the south, and a broader passage leads off to the east.
> You climb her
I don't think much is to be achieved by that.
ROBOTIC BULLDOZER -> SELECT : NIL
> You move the twigs
Nudging the twigs around at random with your toe, you find that you've accidentally formed the shape of the letter U.
You hear rustling, skittering noises in the depths of the thicket.
> You examine the barricade
There's probably a mob outside that barricade. All the rejected magicians. Protesting. Fighting for entrance. You've seen the mayhem before. People brandishing silk scarves and doves like that'll convince anyone to let them inside. Every season at least a few hundred get shot trying to climb the wall. Good riddance is all you can say.
> Enter
You'd better finish all your chores before you go inside.
> You take dark wooden box
Taken.
In your hunger, you dream of creme caramel, elegantly centered in its pool of sweet liquid and garnished with three-- no, make it four-- fresh raspberries. Or perhaps thinly-sliced venison, cold from the roast.
> You put all coin in the box
copper coin: Clink!
copper coin: Clink!
copper coin: Clink!
copper coin: Clink!
copper coin: Clink!
"A loaf of bread, please!" requests the yellow robed citizen.
Heat blasts from the open oven into the bakery.
The Harbormaster continues: "... In the pirate city of
Elam-Throlsby ... when we got t' our destination,  monstrosities ... told us we needed to clear the hell outta here before nightfall ... we played along, and played their game, knowing our time would
come."
You notice the red robed citizen suddenly bursting into a shower of experience points. The raider does a satisfied run in a circle.
> You examine the purse
It would be impolite to show too much interest in Honey's oversize straw bag, but you sidle over and glance down at it casually. The bag appears to be crammed with a variety of necessities, among which you glimpse a carved black figurine. It looks a little like a doll, but not really. It's quite fearsomely ugly.
Honey adjusts the angle of her straw hat microscopically.
> Roll mat
You roll up the mat, concealing the skeleton.
> You examine Horatio
Vigile Horatio is a childhood friend of yours. He's always been a bit dense, but you're glad to have him around.
> Topics
(talking to the woman's voice)
-- You could try talking to the woman's voice about: the silver key, the scrap of pink paper, the black and white incriminating photograph, the trashy novel, the steel letter opener or yourself.
> You look in the window
The guards are sitting around, drinking the dregs of the keg. One guard spots you and says to another, "Hey, it's your turn to pay for the round." The guard rises slowly and hands you some coins through the window. "Another one, just like that."
> You go to the south-west
The path follows the south edge of a deep ravine and heads northeast. A tunnel heads southwest, narrowing to a rather tight crawl. A faint whirring sound can be heard in that direction. On the east is a ruined archway choked with vegetation.
> Ornate
It's not exactly easy to get a good look.
The cuckoo clock ticks sullenly.
> You eat the udder
Ah, now she starts to stream: a subtle spurt at first, but stronger as you squeeze her teats and pull white jets from her nipples. Not pure white, no, but tinged with mild luscious yellowness. That's fat for you, rich, creamy fat to thicken every squirting line whose liquid sprinkles on your lips.
> You talk to the policeman
He contemptuously disregards anything I say.
Finally, the policeman turns back to me. "I'm letting you out. It seems this is a case of mistaken identity. Your brother just told me all about it."
Confused? You probably don't really understand how things are between me and my twin.
The thing you have to understand is that we're brothers. Even if we've never been seen in the same room, even if I don't actually know his name, we're really very close. In a way, we complement each other. He does the things that I'd never do, like crimes and atrocities. I thwart him when he goes too far. Well, sometimes. The point is that we need each other. We're bound into a cycle of eternal warfare, and innocents are caught in the crossfire. And I wouldn't have it any other way.
The story you are about to play uses a keyword interface. Whenever you see a word in upper case you can type it on the command prompt to advance the story.
Whenever you wish to see the list of currently available keywords, type LIST or L.
It's quiet, as always. I've turned the MUSIC off so that it doesn't bother my COUSIN's sleep. A long day of travel and WEIGHTLESSNESS has exhausted him.
The door leads out to the HALLWAY.
> You hit the brick with the stone
(first taking the stone block)
From here you cannot reach the stone block.
> You examine the autokey
An electronic lockpick. It incorporates a small scanner and a force field generator. Using highly precise force field manipulation, it can be used as a universal key for almost any lock.
> You eat a the berry
(Taking the handful of white berries first.)
Lornedei eats one of the white berries.
"These are actually not too awful Master! They remind me of something but I cannot recall what." She shrugs.
Lornedei's magic just went up by three.