Borgupine/floyd huggingface dataset:
> You look
You are perched inside the dense, broad first branches down from the
cedar's roots, which splay across the rocky ceiling like buttresses on
a perpendicular gothic column. Through the dappled green cover, you
can just make out the long ledge, but it's too far up to jump across.
An improvised ladder of sticks, lashed together with vines and
creepers, spans the abyss up to the ledge.
A tree-house has been constructed here, though it's little more than a
wooden lean-to on a log platform.
> You examine the cup
A cup, glossed in white and decorated with the crest of the family, just as though it belonged to the family china pattern.
In the cup is some mead.
In your hunger, you dream of onion soup.
> Go south
Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.
There is a large sign here with the symbol of Winter inscribed on it.
Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.
You can see a filled fountain pen, a weathered notebook, a green potion and a purple potion here.
> You take the balls
You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls[30].
> You think
What a good idea.
> You get the seaweed
Those few pathetic strands of dying weed are obviously not worth bothering with. Meg must want more seaweed than that.
> About you
"Can you copy this? I need you to write this glyph on my chest."
Jessica peered at the college-ruled drawing torn from his spiral notebook. "I can. But... how big do you want it? Neck to belly-button--?"
You're the artist. I trust you," She intently started gliding the red pigment across his skin. "It just needs to be accurate, not huge--yeah, just like that, that's perfect."
"Hey," she said, touching up where the lines were thin, "I don't suppose there's any chance we could put this off? Just for tonight? Let's go in and dance and get kicked out. We can leave this town, run away, change our names, go up to Canada..."
Brandon grinned. "Why on earth would you--oh God that tickles! Ha!--Why would anyone want to go all the way up to
Canada?"
"Dunno! I've never been! I've heard it's a cool place and it's gonna be all the rage someday!"
> You tell Leela about the bug
"I take it from your attempt to change the subject that that's a 'no' then," she sighs, "So what happens now?"
(You could ask why she lied before, ask which university she's from, ask how long she's been here, say you don't believe her, tell her about the orange datatab, let her go, or arrest her.)
> You examine Anubis
The statue's grim visage seems to reserve judgment.
> You turn off light
You switch the flashlight off.
It is now pitch dark in here!
> Look around
Tall, slender bottles of ice-wine once resided here, delicate and sweet; and other fine vintages, waiting to be served with the cheese and fruit. All are gone now.
In the south wall, the stonework has crumbled a bit, revealing an opening through to the room beyond. You could get a glimpse through if you were careful not to cut off all the light in the process.
A closed yellow door leads southwest.
A closed peacock door leads northwest.
An open peacock door leads west.
A closed white door leads north; it looks oddly streaked.
> Go east
Aarkland (Billowing Field)
The grass grows waist high. Touched by sun, wind, and rain, it patiently waits for the farmers that will not come. The edge of the old forest lies close by to the north. To the south, a big pile of stones rises above the grass. The road is back west.
> F.
You can go behind you down the hall, to your left to the dark room, or to your right to the sunny room.
> Inv div 0
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 zero. The light here appears to be no particular color at all.
Your number sheet glows brighter. It now reads
pi: 3.14159  3.14159   (4 spells used)
e: 2.71828  2.718xx
sqrt(2): 1.41421  1.41421   (4 spells used)
sqrt(3): 1.73205  1.7xxxx
sqrt(5): 2.23606  2.236xx
phi: 1.61803  1.6180x
ln(2): 0.69314  0.69314   (6 spells used)
zeta(2): 1.64493  1.64493   (6 spells used)
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: Add previous number to current number
SQU: Square current number
(X) STA #: Begin a sequence of digits
(X) PLU #: Add a single digit to current number
MIN #: Subtract a single digit from current number
(X) TIM #: Multiply current number by a single digit
(X) 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
ATE: Add ten to current number before applying operation
> You take the toy
You stretch for the toy but it is just barely out of reach.
The baby swing clicks and clacks as it swings really high, and the whole world tilts and turns as you swing with it. At the top of the swing you are way close to your toy.
Zoe watches you swing back and forth, back and forth.
Parry comes wandering by with his water glass but he stops when he sees you swinging. He looks at your favorite toy. He looks at you. He looks at your toy. He looks at Zoe. He looks at how close you get to your favorite toy. When he is all done with his looking he casually leans against the bookcase and taps your toy. It totally falls a bit closer! He winks at you and heads on by.
> You sit on it
You sit back in your armchair.
> You put the alchemy page in the alchemy treatise
(first taking the alchemy book page)
are relieved to see that the jagged edges match exactly. In a moment, however, your relief fades as you realize that you still can't read the book! In addition to that, the alchemy book page threatens to fall out of A Treatise on Alchemy every time you move it. There
must be a way to make them stick together...
Arthur stretches luxuriously.
> You look around
In this small, walled Yard were Beasts put to the knife & prepared for the master's feasting table. Unthinkably--but undoubtedly--were other Prey too destroyed here, to feed the Baron's appetite for sin. There is no hiding place in this small Arena; meat, alive or dead, can escape only south, through the Kitchen.
A bloated Pig lies here, its Stomach slit.
The stump of an ancient Oak stands here.
> You ask Lydia about the Aunt
You tell Lydia how your aunt brought you down here from New York for no apparent reason, and brought along this white dress for you to wear to some kind of supposed picnic. Lydia nods vigorously. "That's just like me with my cousin Jake. I guess he needed money more than anything. I think the horrid thing grants people's wishes. I guess it must have made Jake rich. I'll bet your aunt is the same way. I'll bet she wants something so much she's willing to let them - no, not let them, she's willing to help them kill you."
> Inventory
You are wearing:
your coat.
a whistle.
You are holding:
a matchbook.
a knife.
a pound note.
a clue paper.
a pistol.
a newspaper.
a violin.
a pipe.
a stethoscope.
your hat.
a black bag.
In the pipe you see:
some tobacco
In the black bag you see:
a brown bottle
a blue bottle
> You go to lower bulb
You head east to the upper bulb. And finally down to the lower bulb.
In the lower chamber, you find, there is almost as much sand as there is above; it must have been flowing a very long time.
Around the outside of this contraption ascends a wooden staircase.
> You examine the lantern
A powerful mantle lantern, currently unlit.
> You put all in the sack
screwdriver: Done.
wrench: There's no room.
rope: There's no room.
nasty knife: There's no room.
sword: There's no room.
brass lantern: There's no room.
brown sack: How can you do that?
> You check your inventory
You are carrying:
a fedora (being worn)
a set of clothes (being worn)
a trenchcoat (being worn and open but empty)
a holster (being worn)
a revolver
> You wake up
You open your eyes.
On the Stroke
How did you ever get into this predicament? A rumor, a glove thrown down onto a dance-floor? Now you're standing in the moonlight and your knees are knocking together, although you hope that no one notices. You're still dressed for a masquerade and nothing feels quite real. Perhaps it isn't real... and all you need to do is wake up from
this nightmare.
The scene is set: landscape garden.
The cast: your second, Ferdinand, handing your weapon over; your rival's second, Onegin, handing her weapon over; and your
rival -- the countess.
"En garde!" the countess cries.
> You cut the brie with the knife
Which do you mean, the butcher knife or the table knife?
> You examine the desk
The old, familiar library desk is a welcome sight.
> Right
A glass Pyrex beaker, maximum capacity 500ml, with something scrawled on the side in grease pencil. There's a glass probe fused to the bottom.
You can't get close enough to see the contents, however.
> You touch the door
Apparently it has forgotten you.
> You go to the south-east
You plunge off of the beaten path through the underbrush. The pain
in your head pushes you through a blur of brambles and branches. Your body presses on even after your will has given up, as if it were possible to outrun this spike of pain. Droplets of water spattering your face bring you around long enough to realize that you've just splashed through a wide, shallow stream. There isn't one within miles of your house.
sprawled on a grassy clearing that you realize the pain has stopped: you've arrived. The "ship" is already here, hovering about 30 feet up and quietly humming. Amazingly, they aren't clouding your thoughts like they did the last two times. You roll onto your back, bring the polaroid up, and start photographing the ship between labored breaths. The mechanical whine of your Polaroid drowns out the gentle hum of the ship. Picture after picture comes spewing out of the camera's mouth.
The fatigue from running catches up with you, forcing your head
back into the thick grass. Once your head is relaxed, there isn't much keeping your eyelids open. You find yourself relaxing into darkness. As your conciousness recedes, you start to feel things crawling into your hair, crawling in and you need to lift your head, lift your head up right now and push out of the darkness, get away from the things crawling in your hair, lift your head and
wake up.
You blink your eyes, and see that you're in a hospital ward. Even after getting up, it takes you several moments to realize that this can't possibly be a hospital. There's no bed, no instruments-- no doors, for that matter. There is only blinding whiteness and sterility all around you.
The room is of uniform whiteness, and far too bright. The air
tastes odd; perhaps it is the lack of any detectable odors that makes it strange.
A deep breath brings in a faint hint of nervous sweat-- your own. At least you can smell something.
> You look at the door
You can only really feel it, not see it, for the darkness here is so complete; but there is a warmth behind it, and perhaps a glow.
> You examine the ball
Ball glow bright blue. It size of Grunk fist and very round.
> You examine the stnad
In the elephant's foot umbrella stand is an ebony walking stick.
> You examine rat
Very odorous.
Would come in handy for studies in natural philosophy, or as bait.
Predictably, the Phil's eyes water.
> Go west
New York exhibits its mineral wealth in abundance, within a
pavilion shaped like a rectangular colonnade. In front of the exhibit stands a layered pillar of rocks, ordered in geologic succession. Inside stand piles of various clays, gypsum, shale and other stones.
New York Mining Exhibit.
> You wait for a while
Time passes.
As the huge door comes to a close, the mechanical growl abruptly ceases.
> You unlock back door
(first taking the keyring)
You unlock the back door.
> You put the knife in the backpack
You put the lockblade knife into the backpack.
> You open door
(with the autokey.)
You'll have to be more specific; which door do you want to unlock?
> You get the dagger
Taken.
Colonel De Jon saunters into Study.
> You look around
You allow yourself to remember another night, another request.
"I'm surprised you haven't gone home yet," he said very early in your stay.
"I've heard stories," you replied. "As if there weren't enough to see around the castle. I know what happens to your servants who try to leave you."
"Nothing bad would happen to you," he said. But you could not believe him, not with all the captured spirits, not with the stories, not with the evidence around the castle.
> Go north
The gently winding lane makes its way through the birch woods south of town. New England foliage is famous for its splendid colors in the fall, but the oppressive weather and pervading murk have leached these trees of most of their tint. The road continues south into the increasingly dense forest, and in the other direction heads back to town. A paved walk also leads east through the trees.
A small group of townsfolk has gathered up at the north end of the road. As you approach, still breathless from your encounter with the thing at the slaughterhouse, they turn toward you -- and that's when you notice that the one in the lead has an axe in his hand. And the one behind him has a pair of garden shears.
A couple of men move over to your left, and several more step out of the forest behind you. All of them carry weapons or nasty farm implements of some kind, and all of them look as though they're just about ready to put an end to a certain over-curious, outsider woman who doesn't know enough to keep her nose out of things better left undisturbed.
> You examine the shape
It's the dead body of a woman. Her head has been raggedly hacked away, and her clothes above the waist are soaked through with blood. As you fight to control your rising gorge, you note that the body cannot have been here for very long; the decay, though bad, is not very far advanced. She must have been killed within the last couple of days at most.
> SAVE
Ok.
November, 1997.
You take a deep breath of salty air as the first raindrops begin to spatter the pavement, and the swollen, slate-colored clouds that blanket the sky mutter ominous portents amongst themselves over the little coastal town of Anchorhead.
Squinting up into the glowering storm, you wonder how everything managed to happen so fast. The strange phone call over a month ago, from a lawyer claiming to represent the estate of some distant branch of Michael's family, was bewildering enough in itself... but then the sudden whirlwind of planning and decisions, legal details and travel arrangements, the packing up and shipping away of your entire home, your entire life...
Now suddenly here you are, after driving for the past two days straight, over a thousand miles away from the familiar warmth of Texas, getting ready to move into the ancestral mansion of a clan of relatives so far removed that not even Michael has ever heard of them. And you've only been married since June and none of this was any of your idea in the first place, and already it's starting to rain.
These days, you often find yourself feeling confused and uprooted.
You shake yourself and force the melancholy thoughts from your head, trying to focus on the errand at hand. You're to meet with the real estate agent and pick up the keys to your new house while Michael runs across town to take care of some paperwork at the university. He'll be back to pick you up in a few minutes, and then the two of you can begin the long, precarious process of settling in.
A sullen belch emanates from the clouds, and the rain starts coming down harder -- fat, cold drops smacking loudly against the cobblestones. Shouldn't it be snowing in New England at this time of year? With a sigh, you open your umbrella.
Welcome to Anchorhead...
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.
> You go southeast
The road bends here, running northwest to a distant tower and south to the mountains. Across a barren plain to the east, a wide rutted cart track bears the scars of recent heavy troop movements.
You see a white cube here.
An animated burin flies in small circles around your head.
The burin preens itself, licking traces of ink from its nib.
> Examine can
It's a typical Mall garbage can (big, gray, plastic and cruddy).
> Open note
But the violet note isn't addressed to you!
You can hear the tramp of marching boots to the east. It sounds as if they're coming this way!
> Deal card
You take the top card from the deck and place it face-down on the table.
> You ask Bartender about the tissue sampler
(the Bartender about that)
The bartender seems to be ignoring you.
> You think
You're getting bored of thinking and miss your good old body.
> You go north
You find your way blocked by a phantom guard. Somewhere nearby you hear chimes.
As soon as you back up, he disperses into smoke again.
> You go west
You are in the main entryway of the house. Aside from its functional purpose as the central hub of the building, it also serves as a showcase of the owner's prowess as a decorator. This room is tasteful and ornate. A coatrack stands abandoned in a corner, beside a highly polished small wooden table. The front door is due south, and the hallway opens west onto the kitchen, and east to the living room. A large staircase to the north leads up to the second floor, and down.
On the wooden table is a letter.
The front door finally yields. On the other side, you see a shabbily-dressed man, holding a pistol. He steps inside.
The looter catches sight of you. You try to run, but he is quick to draw his pistol. Though the weapon is primitive, it is quite adequate to his purpose.
> You examine the feathers
They have the gloss of real feathers, and that doesn't change the complete strangeness of having them there. The whole room seems like a thematic allusion to a lost Amazonian jungle, as interpreted by aesthetes with no experience of a natural biome of any kind. Which is true.
> You go inside
Greenhouse (Petter Sjölund)
Nothing should be growing here anymore — the heating and irrigation have been off for years — but roots seem to have covered everything.
The walls curve inward, forming a huge dome, with a mesh of roots covering it from the floor up to about halfway to the ceiling. Sunlight still breaks through in places, throwing a pattern of bright spots across the room. The roots grow from an enormous tropical tree at the center of the greenhouse, towering all the way up to the ceiling, which it hides behind a thick crown of leaves.
A spiral staircase, seemingly woven of roots, leads to a circular mesh walkway higher up along the wall.
The parrot sculpture protrudes from the roots near the exit.
> Go southwest
Stumbling and squirming among the brambles, you find that you've arrived in....
You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V.
Narrow, twisting paths lead off in all directions.
You're not entirely sure you haven't lost your sense of direction.
> You open it
These windows do not open or close.
Goodness, but you're exhausted.
> Go west
A high WATERFALL cascades down from a mountain ridge above, foaming and roaring into a broad POOL of clean water. The result is a brilliant PRISMATIC SPRAY. The setting is very peaceful.
GUNWAR wanders into view. "I might have known a barbarian such as ye would end up somewhere 'round the PRISMATIC SPRAY!"
> You examine the machine
This vending machine sells tasty bananas, like most vending machines around the world. Put a quarter in the slot, and you could have your very own.
> You go south
You can't go that way.
The American Dipper emerges from below the surface of the stream and stands, bobbing in place, at its edge.
> You look
A cramped storage section in the rear of the plane, where, if you remember correctly, some emergency supplies are supposed to be stored. The floor slopes upward to the economy section. The emergency escape hatch is inset into the wall.
You can see a cod, a twinkie, a bathroom door, and an equipment bin (in which is a memo) here.
> Answer
You say, "Trial and error is part of the process of Mechanism."
> You examine the trees
The trees seem unperturbed by the cold. You envy them.
> Go east
Considering that discretion is the better part of valor, you carefully
climb down the cliff.
This path marks the beginnings of a descent down into the local canyon,
to the northeast. To the west is a small ragged cliff, small enough
here to scale, but which becomes a more imposing wall as you continue
your descent into the canyon. A small stream, beginning to show life
again after the worst of the summer heat, follows its rocky bed here,
as it continues down into the canyon.
> SAMPLE
What do you want to sample?
> You examine the dodecahedron
A solid of unidentifiable material, smooth, shiny, and unflawed, across whose surfaces play the images of stars. Orion. Casseiopeia. The Pleiades. The Great Bear. And here and there among the constellations, the planets, wanderers, appear: traveling back on themselves, then straight again, across the dozen facets of the gem.
> Go east
You can exit Kurner's room by going south. The bathroom is west.
> You drop the axe
Dropped.
> Meow
Shining his light on you, the figure bends over, and strokes you behind the ears.
> You look in the cart
The golf cart is empty.
> You jump
You bend and leap. Your fingers brush the edge of the hole -- catch, and you concentrate on holding on. Your feet swing gently a foot above the floor.
Uh! A sharp edge is digging into one finger. You shift your grasp hastily, but a few drops of blood smear across the hole's lip.
> You wave at the cars
It's mildly suicidal, but you try stepping out of the hard shoulder a little bit, and wave at the next car in the outermost lane. All you get is a very angry honk, and you jump back out of the way.
> You regard the meat
The SLAB OF SNOW-SERPENT MEAT shines in its raw ichor. Your tribe has long known that the flesh of this beast, once properly ripened and then consumed rapidly, has magic healing properties that allow Warriors to defeat foes much more powerful than they. Useful, for a Warrior-born such as you! This slab has now ripened; the ichor swirls with prismatic power and the stench is comforting.
> You examine the faculty card
The card identifies your husband as a faculty member at Miskaton University, entitled to all the privileges that implies.
> You ring the dinner bell
You ring the bell hopefully, but apparently it only works in the Kitchen itself.
> Go south
You growl and hiss, but to no avail.
You encounter a swift-flowing stream. However, there may be a way over an embankment to the southwest.
Your hunger has become unbearable. With your last remaining energy you curl up to sleep. When you awake, night has fallen. You set out in search of the Provider, hoping for his kindness. If that fails, there are always insects.
> You get Rings
Taken.
The wraith moves until he is directly in front of Audrey. I won't have much time now.
"hold still my darling this is so much easier when you just stay there so beautifully within my own view..."