Borgupine/floyd huggingface dataset:
> Go north
As you walk, you find first one geodesic panel, then another. (When people make a dome out of simple polygons like triangles or hexagons, that's called "geodesic.") Soon the clear plastic panels are as plentiful as the rust-red boulders -- this must be where the dome for the living quarters landed.
Soon you find you're right. Scattered around you are the remains of what would have been home to the first wave of colonists. Most of the housing units have been reduced to unidentifiable splintered heaps, but there's one that seems to be intact. ("Intact" means that it isn't so damaged that it's unusable.) The entrance is partially obstructed -- "obstructed" means blocked -- by debris, but you're small enough that you could probably squeeze through. That's part of what makes you the perfect person for this job, aside from your astronautical expertise. ("Astronautical" doesn't really mean anything. I just made it up.)
> Stamp portrait
A magical stamp appears and stamps the stamp. As it dissolves, you see that the image of twenty-second president Millard Fillmore now has a nose.
> You get key
That seems to belong to the hobo.
> You go north
You stumble forward in the dark, smacking your head painfully against a wall.
> Ride south
North end of Main Street, on a fiery red stallion
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.
Old Dan arrives from the south.
> You throw the flash grenade
You throw the flash grenade, and a blinding light burns away the retinae of anyone unlucky enough to look at it, that is, you.
As rust spores whirl around the room, the flash grenade rusts.
Several of the spinning chains attempt to smash themselves into you.
> You ask chuck for the key
Which do you mean, the cell key, the long steel key, the tarnished bronze key, the small steel key, the small copper key, the old-fashioned brass key, the old-fashioned iron key, the key to the house or the key to the cellar?
> You eat the cantal
You're already wearing a brie rind.
> You look at the box
A box once used to hold apples, now seconded as a box for books. The reading material in this box is varied, sourced as it is from what was found abandoned in the eatery.
> You smell it
You smell nothing unexpected.
You are feeling very thirsty.
> You go to the east
The hallway ends abruptly in a pair of large oak doors. Their intricate carving is barely visible in the leaden light from the windows above you. The doors are flanked by two sweeping staircases to the northeast and northwest. A doorway to the east is mirrored by an open door to the west.
Bubbles comes trotting after you.
> Light
You crack the sphere in your hands. A cloud rises from it, a vaguely-familiar smell. The shards evaporate.
Bubbles comes running toward you, barking loudly. Upon seeing you, however, Bubbles calms down and trots nonchalantly up to you.
> You wait
Time passes.
> Unscrew grate
The screws are too stiff for you to move them with your fingers. If you want to unscrew them, you'll need to find a screwdriver.
> You open the trapdoor
You pull open the trapdoor. Beneath, you can make out nothing but darkness.
> Go outside
You jump back to the rafters. Moments later, a guard enters the room from the doorway below. As his eyes go up to the platform, you slip the gem in a your left cloak pocket and slide out the window unseen. So much for Yenalda's third rule.
You slip around the side of the building and descend, checking to make sure the Gem is still in your pocket.
This has to have been the messiest job you've ever taken. You should have known better than to trust Sedmon, after the last job he offered you. "It's a harmless artifact called a kriit. Nobody will miss it."--when your researcher said it was used for a ritual called "The Way of the Dead", you turned it down right away, before even learning what a kriit was or what exactly the ritual did.
Still, you got the upper hand this time: stole the dragon's treasure, got paid for it by the Baron, and ended up with the Gem yourself. Not a bad week.
You have finished this story. But another two remain.
> You turn on the tv
Chloe tuts, clearly unhappy that you're disturbing her reading.
You catch a moment of dialogue from the Australian soap opera playing on the television. "I hate you! You've ruined my life!" screams a teenager, before slamming a door.
> Izyuk yourself
You are now floating serenely in midair.
The locusts swarm over you and pick you clean to the bones.
" he asks, writing frantically in a notebook. "I'd love to chat, but we're so busy this month." The angel twitches his nose, and the nothingness is replaced by...
> 2
You reach out, but it is already too late.
You've had this dream a thousand times. Each time, it ends the same way. Each time, you are powerless to prevent it.
way. Each time, you are powerless to prevent it.The athanor closest to your father explodes. Glass shatters. A plume of fire erupts, and both of you are thrown back from the blast -- you are dimly aware of porcelain pieces, scattered across the desk, shimmering in the intense heat.
heat.Your father is calling your name. You see him then: bleeding out, barely recognizable. Another beaker falls to the floor and shatters. You can't breathe -- you force yourself up, unsteady, tottering towards your father, toward the flames...
towards your father, toward the flames..."Marid, go!" he screams. "Just go! Run! Get help... get help... g..."
"Just go! Run! Get help... get help... g..."His words are stolen away. They vanish with him in the smoke and the fire. You feel yourself slipping away -- feel the world buckling and crashing around you, as you stumble amidst the twisted metal and the ash --
you stumble amidst the twisted metal and the ash ---- excruciating pain --
pain ---- and then a long dark silence.
Your senses return in fragments and echoes.
Your senses return in fragments and echoes.Something cold and numbing is pressed to your lips. You awaken -- you cough up dust, your parched throat cracking from the exertion. Standing over you, in the darkness, is a woman all in white.
1) "Where is my father?"
> Look around
This is my room, at least for now. It is remarkably clean, the walls a warm off-white. The bed rests against the west wall, reflected in a portrait-sized mirror facing the foot of the bed. Right of the mirror, in the east wall, is an open door, and right of that is an imposing oak cupboard. A window in the north wall overlooks the bed.
> You put bars in holes
(first taking the iron bars)
You insert the bars into the holes in the winch. They fit perfectly.
"Isn't that just convenient," H.R. remarks.
> Bugle
Off in the distance, you hear a wilder bugle in response.
> You look around
Science Tower (Riff Conner)
This round, tall room must be a tower. I don't know if you were given a description of the manor from the outside, or if it mentioned a tower if you were, but if you were and it did, this is probably that tower. At a guess it's around fifty feet tall, although it's very shadowy up at the top so it's difficult to estimate it accurately.
It appears to be some kind of science lab, although you would expect a science lab to have more stuff in it; perhaps all the stuff that was easily moveable has already been taken away. There's a large table in the center of the room, and everything else is up against the walls: a complex-looking control console, a large chalkboard, a metal cabinet, an old iron ashtray stand, and a wooden barstool with a hamster cage on top of it.
The whole place has a thick smell of science throughout it (assuming science smells like chalk dust, hamster, cigarettes, and electricity), and rain is pounding at the windows. There are exits to the east and southwest.
On the chalkboard is a yellow sticky-note.
Thunder booms loudly outside, rattling the windows.
> You put the puzzle piece in the jigsaw puzzle
You snap the final piece into place.
Nothing tremendous happens, but the picture is complete.
The table is set for two: a robed king, and the devil. Between the two of them is a quill pen, jet black, and a huge book. The dialogue of these two characters is written on tiny gilt scrolls that spool out of their mouths, and this is what you could not read before the jagged piece was found: the devil is saying, "TIME IS ON MY SIDE," to which the king replies, "BUT NOT FOR LONG."
> You rest
You rest for a moment to regain your strength...
[ Your Stamina: 2     Bluefin Tuna: 12 ]
> You ask the skinhead for the cigarette
He winces, but hands one over.
You flick your lighter and manage your first puff without choking. But your second and third leave you watery eyed and hacked out. Stuart enthusiastically pounds on your back through it all, guffawing, "Hey there H.C., take it slow."
"Hey!" yells one of the bigger boys on the Path. "That's my fucking lighter." He stomps up to you and yanks it out of your hand, almost taking a finger with it. He looks like he's going to kick your ass, but then notices Stuart standing behind you.
"Fucking freaks," he says after a second, and goes back to his friends.
[You get 5 punk points for that.]
Two weeks later, it's the day of the fall dance. You've decided that, lame or not, you want to go -- and your last chance to get your ticket is right after this class. There's ten minutes left, and you're a coiled spring waiting for the bell. But there's nothing you can do but wait.
This is a room full of massive black worktables, each of them with their own sinks. An even larger demonstration table squats in front of a chart of the table of elements. You're seated two to a table on stools, and it feels like you should be doing something cool like dissecting rats or building robots -- but so far, you've been sitting there learning about non-reactive molecules. No wonder you've been staring out the window. There's an exit to the south.
> You go to the southwest
Atwood Avenue is one of the streets that defines the character of the near east side. The feel is funky and freak-friendly. North of you is a cluster of intriguing stores: Astral Enchantments, Turning Wheel Cycles, and Essentially Art. Willy street is to the west, your home is northeast, and Atwood becomes Monona Drive to the southeast.
> You look at the grate
In the outlet grate you see a set of cards.
> You give the mouse to Godmother
(my Fairy Godmother)
(first taking the dead mouse)
'He's a jolly little chap, isn't he?' Says my Fairy Godmother as I hand over the dead mouse. With a wave of her magic wand she transforms it into a dead coach horse. She seems perfectly satisfied with this outcome. 'Now, child, that's the transport sorted out. Now for the other thing. What was it now...?'
> You go to IRIS
FC: Cryolink established to Waldo.
FC: Iris's location: Main Supply Room. Establishing path...
WALDO: I'm on my way. Expect a report on arrival.
As the door swings open you are blinded by intense light and incredible pain. Just before everything overloads and you fade from existence, you can make out the shapes of three humans, one of them holding onto the door of the cylinder, another of them looking exactly like you, and then everything goes dark.
> You go west
This kitchen has been mostly stripped, but contains a large refrigerator. There used to be a stove, but it was removed because of the fire hazard. The living room is to the north.
In the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S1W, which is open.
> You look at phone book
This is a listing of all of the businesses in the city, organized by type. So, to find "Henry's Burgers" you would need to look under "restaurants." To look something up in the phone book, say "CONSULT PHONE BOOK ABOUT [TOPIC]."
> You take the dresses
No point in taking the entire armload of gowns. You'd only get them damaged, and you can hardly afford to replace them.
> Go north
You are in a wide open space with a hard concrete floor. Small dark tunnels lead south and east, and a metal door marked "Central Pump Room" (open) leads down between them to the southeast.
There is a faint hiss from overhead.
> You ask Biff about Russ
There is no reply.
Russ enters from the lagoon.
> Attack snake
Which do you mean, the black snake or the snake scale?
> Go south
You can hear the movie in the other room turn off.
This laboratory is primarily lit by random electrical discharges. It contains 69,105 visible mechanical gadgets. The largest gadget is a square dais inscribed with a circle. Cables and cords connect the dais to other gadgets, control panels and monitors. You hear hums, snaps and sizzles from the electrical discharges. The rest of the MOIRAI facilities can be found to the north and south.
Fred looks deep in thought for a moment.
Fred looks for Ginger, but only finds her journal, which still says SUCCESS written in giant letters.
He cackles, and climbs on the platform. He pushes a button, and pulls a lever. The machine is building up.
> You look at contraption
The exterior of this machine is all orange and red stripes, apart from a six-foot-high entryway which is solid black. You can't stop looking at those stripes, until finally you look away at a room that has changed ...
Your father and a female assistant are standing outside of the contraption, clad in white coats, arguing heatedly over his insistence that she be a test subject. Ultimately she relents, giving him a desperate kiss and then walking into the device with head down and eyes squeezed shut.
There is a single click, and then the entire structure shudders. You hear screams and thuds as the shaking continues for at least a minute. Then there is silence.
Out of the machine steps not the assistant, but Lucille. She is looking directly at you with hate in her eyes.
The hallucination ends as abruptly as it began.
> You put the trophy in the sp.
You unzip the side pocket, deposit the trophy for a dog race (smelling faintly of mildew), then zip the side pocket back up again.
> Show case to devil
The devil peers into the case. "So, you think you're a sinner, huh? Well, let's see...so far you have Sloth, Avarice, Pride, Envy, Gluttony, Wrath, <giggle snort> Lust, and that's the complete set. Good job! Tell you what. Diskettes are so <snort> archaic. Let me..." The devil takes your diskette case and squeezes it hard while chanting "Fee, Fie, Foe, Foo!" Squashing it into a CD, he hands it
to you. Then he gestures with his finger, and the front door swings open.
> You examine the coat
(the coat)
A grey peacoat; a bit grandiose, but appropriate to the autumn chill.
> Inventory
You are carrying:
A brass lantern
A clove of garlic
A screwdriver
> You take the tape and the scissors
roll of black cloth tape: You're weak and trembling from the toxic
gas, and you're not actually sure you can pick up the roll of black cloth tape. Maybe you could ask one of the students to get it for
you.
(Example: George, TAKE roll of black cloth tape.)
pair of safety scissors: Your hands are shaking badly enough that you're afraid of dropping the pair of safety scissors, but you could ask one of the students to get it for you.
> You look under the desk
You crouch down and look, but you don't find anything.
> Oops board
board: Done.
lead key: Done.
> Go inside
Bookshelves lined the walls, full of books that had titles in languages I didn't recognize. Behind a mahogany writing desk, filled with books, papers and parchments, sat an old man, frevently writing on a notepad or looking up something from the books.
A curious machine was embedded in one of the walls.
Heavy curtains covered the windows.
The old man was sitting behind the desk, scribbling on a notepad.
"It's you," he said as he noticed me. "Now who did you say you were again? You must excuse me, I'm very busy with the experiment.'"
(I could ask him about the woman, Elizabeth, or the experiment; or tell him about the generator, myself, or the storm.)
> You take whatever
That seems to be a part of the blind.
> You tell Soolin about the mallet
"I found this mallet in a ruined building in the forest," you tell her, "the handle is stamped 'Made in Paran'!"
"That's very suspicious, sir," Sublieutenant Soolin replies, "especially with that Reldan-manufactured raft as well. That's two items of Federation manufacture you've found in the forest."
"Quite, sublieutenant," you agree.
> Sing
The pudgy little nutfinch listens, utterly fascinated by your performance.
The cat notices the nutfinch with hungry eyes. In a flash, the cat leaps from its perch and charges into the yard. The bird flies up into the treetops, out of harm's way.
The cat skulks around in the bushes for a while, and then disappears.
> You talk to the clerk
"Everything is always a mess; everything is wrongly ordered, misdelivered, undelivered and late. Say, captain, want to buy a
large oxygen canister for 2k credits? I need to get it off my
landing pad to make way for a million other mistakes that haven't happened yet."
> You look at the hair
(the long streaming hair)
Her hair is black. Long and black and wet. It's all the more black for its being wet.The strands are all tangled up after a long day of swimming around, though, and she seems a bit frustrated at this.
But I can't decide whether her hair should cover up her boobs or not. I mean, maybe it's not very important, but I'm getting hung up on it anyway. For now I'm gonna say it covers up... neither boob.
> You mix it
You don't need to specify that you're MIXing anything. Just put what you want to mix into the mixing bowl.
> You put the trash in the sieve
You can't put the trash heap anywhere.
A snowy white gull apparently materializes right in the middle of the flock, cranes its neck as if searching for someone, and then dematerializes.
> You pinch yourself
The pain feels strangely distant, and your surroundings distort for a second.
> You look at the button
The button is made of jade and is round and bright.
> You look at the desk
The locked desk stands under an imitation red velvet banner.
> You kill with the blade
smoothness. You deal 7 damage???but the weapon shatters.
The Marquis swings his scythe???tearing your cape.
> Go north
The rest of the room is south, and there's a particularly dusty looking corner to the east.
The black ninja is not here.
> You take the toy
You stretch your arms but they are still too much like teeny T. Rex arms so then you scrunch down in your swing and stretch out a leg and as you swoop up again you just are able to kick the toy! It flies into the air and onto your lap! But as you swing back Zoe leans over from the tall block and swats at the toy and you swat at her and the upshot is the toy goes flying again and it goes kerplunk into the playpen.
This is the worst playdate ever.
"I'll give her a call, then," the mom says.
> Tip 4
Most monsters come in two varieties: normal and tough.
It's significantly harder to defeat the tough variety. You can tell them apart by their appearance. (For example, normal skeletons have blue eyes, but tough skeletons have red eyes.)
> You ask Luisa about the wasp nest
"You ascared of them wasps?" Luisa's face crinkles in a not very friendly grin, and she chuckles. "Girls are, sometimes. Listen, you: There's worse things than wasps."
> Go west
The monkey scampers beside you.
The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the west end. The only way you can go is back to the east.
The monkey is standing close by.
> You take all
cow bell: You acquire the cow bell, and assess it curiously.
Much like the ones you used on the cows at home.
leather tambourine: You acquire the leather tambourine, and assess it curiously.
A hoop stretched with good-quality leather.
silver bell: You acquire the silver bell.
little gold dinner bell: You acquire the little gold dinner bell.
> You ask Mary about the kitty
"Poor thing," she sympathizes. "I hope it doesn't get eaten by a troll."
> Reminisce on hoodie
You close your eyes, and you dive deep into the memory evoked by the leavers hoodie.
The sun is sitting low in the sky, and you and three friends are sitting in a circle, legs stretched out on the grass. This small square of greenery is a spot your group likes to come after school, when the weather allows. It's surrounded on all sides by ugly brick buildings, but it's still a breath of fresh air, and a good place to just relax before heading home.
You're sitting next to your best friend, Maya. It's her birthday today - the sweet sixteen - and she hasn't let any of you forget it.
"I told you!" she's exclaiming in her typical melodramatic manner. "I want to celebrate with alcohol! This is a milestone!"
Your friend Alex laughs and shakes his head. "Maya, I think you're confusing sixteen with eighteen..."
Maya waves her hand dismissively. "Shush. I want alcohol. We are getting our hands on some beer tonight, or I'm finding a new group of friends."
You all know she's only joking... but she's a stubborn one.
(You're somewhere different now - a difference place, a different time. You can sense that there's a lesson for you, at the end of this memory, but you can always PINCH yourself to go back to the present, and continue this memory later when you've learned more lessons.)
> Go west
Dungeon (west cell)
A woman's wasted corpse leans by one wall, almost buried with onions heaped around her head. This room's more root cellar than cell with all these bulbs piled inside.
Eastward an open doorway leads to the dungeon.
> You ask Frankie about notebook
Frankie says "I'm doing some observational analysis. I'd like to do some product synthesis of these bottles once I figure them out."
> Go east
This store is mostly unfurnished, with a low, bare ceiling, cold floor covered in cheap carpeting, and blankets and rugs thumb-tacked up to hide the peeling wallpaper and crumbling drywall.
The contents of the room are a cluttered mess, as this place seems to be more of a craftsman's think-tank and construction area than pure chamber for commerce like so many other shops in the Mall. There's a workdesk and mirror along the northern wall and a file cabinet across from it. A small window is visible behind some junk, and directly across from the entrance are seven masks attached to the back wall in a proud display. Attached to one of the naked support beams is a disco laser pointer.
Audrey follows me.
> Go downward
You descend the stairs down the looping stairs, entering a dimly-lit hall that extends to the east.
> You get the apple
You pluck the metal fruit from its glassy stem. It rattles a little, as though there were something inside.
> Go south
The catwalk stretches north, a narrow ribbon of metal grillwork dangling fifty feet over the factory floor and shuddering dangerously in time with the machines beneath it. There are no railings of any kind. At the far end you can see what looks like a wide balcony with several large banks of equipment.
A large block of heavy equipment hangs in the air just a foot or two beyond the edge of the catwalk.
> You examine the jamming
It's a state of the art electronic eavesdropping and jamming device, which can be used to eavesdrop the Martian broadcasts or to jam their signals. There's a knob in the front panel with two labels. The device itself is currently switched off.
> You look at the telescope
An ancient brass telescope that nevertheless produces a much clearer vision than those of non-witches.
Arthur bats at a shadow on the wall.
> Go south
Tuck follows you to what remains of the foyer of the inner keep. To the west is a darkened hallway, to the east is a well-lit hallway and to the south are the closed double doors to the bailey. Without a functioning staircase, only a lift remains to provide access to the balconies above.
> You go to the north
This is the place where guards stand on duty protecting the Temple and its occupants. A metal door fills the doorway to the east.
In a corner of the room is a panel with two levers and two knobs.
You can also see six temple guards here.
Several guards arrive.