Borgupine/floyd huggingface dataset:
> Status
You are dead. Your flesh seems to be in fairly good shape (no telltale signs of rotting are evident).
> You untie the leash
You unclip the leash, leaving the dog free to roam. He seems disinclined to do so, however. He just sits there in front of the cellar doors, his tongue lolling out, staring at you.
The dog rolls over in the gravel.
> You take the rabbit from the hat
As if you'd ever resort to such a tasteless trick. Cards are in right now; rabbits are out.
> You open safe
There's no handle on the door; it opens when you get the combination right.
You can hear Michael in the next room, typing away.
> You look at the glyph
It appears to be a glyph of recording. Although it has suffered partial bloodstain damage, it still appears to be functional. You could listen to it if you wanted.
> You look in bag
There's assorted essentials and reading materials inside.
> You ask Phelps about the nest
"You worried about them wasps, sweet pea? They won't bother you none."
Beauregard belches, and doesn't apologize.
> You drop the sock
"Oh, that's right" says the acolyte, "just strew your worldy goods all over the landscape, why don't you? You have no respect for the sanctity of nature!
The acolyte attempts to clap with one hand, cupping the other hand over his ear the better to hear the sound it makes.
> You go to the west
Looking around, you see that this is where props (items small enough to be carried around on stage - guns, books, pencils, etc.) are stored.
An oddly decorated magicians table sits in the corner
The guy is standing by your side
> Go east
We could not with the metal barrier in the way.
We saw the departure of a terrified man-thing.
> Go north
This seems to be a small rest area that continues to the East in the middle of the wings. The main stage is to the West. The wings extend North and South.
There is an old soft drink machine in the corner
> You open the suitcase
David refuses your request.
> You go to the guest bedroom
Bed, nightstand, wicker chair. Door to the corridor.
On the nightstand is a silver frame.
A tall teak wardrobe leans against one wall.
The wicker chair is over by the wardrobe.
You can also see a toiletry bag, a wide open pink suitcase and a wedding photo here.
> You learn the guncho
You haven't written that spell into your book yet. Until you do, you can't memorize the spell.
> Right leg
The numbness has settled deep in your bones. You pull the remaining limb from its home. Now it's here in the cannon, where it should go. You must save the people.
"Two hundred ties!"
> You take all
golden dragon statuette: Taken.
portrait of J. Pierpont Flathead: Taken.
> You look at the stub
The candle is lit and shining brightly.
> You talk to the figure
I start to speak, and the figure focuses his attention on me, his face still in shadow. My blood runs cold at the thought that he's seen my face but I still haven't seen his, and I find my words choked off.
The policeman's face falls and his manner turns apologetic.
> You ask Tyrone about the cellar
in the meadow, Tyrone starts poking around very busily in the innards of the van. "People see lots o' things," he says, not looking at you. "People ought to mind their own business."
"But this ghost," you tell him, not quite willing to give up, "it was like she was in pain."
Tyrone sighs heavily. "And what are you tellin' me about it for? You think old Tyrone can do anything about it? That ghost, she been around here for a long, long time. I see her once in a while, on a moonlit night, comin' up between the cabins. I don't know if she's in any pain, but I think she's sad. I think when she sees folks that are alive, it reminds her of what she lost.
"It's too bad you don't have nobody here that's your own age, honey. That ghost, she's about your age. If you can see her, and in broad daylight too, maybe you want to try to make friends with her. You could do worse."
"But how would I do that?" you ask. "How can anybody make friends with a ghost?"
"Same way as you'd make friends with anybody else, I expect. Find somethin' she cares about. I couldn't rightly tell you what that would be, but I guess there's bound to be somethin'. If she didn't care about nothin', why would she be hangin' around, you ask yourself that?"
Tyrone scratches his head. "I guess I don't know nothin' 'bout that."
> Break arcade
I fear that destroying the coin-op will be no use. The zombies have already invaded the museum. Move on and kill them.
> You show the flask to the man
(first taking the flask)
His eyes burning with greed, the old man snatches the flask from your hand, unscrews the cap and tips it up into his waiting mouth. Then, sputtering angrily as he realizes there is no whiskey in it, he hurls the flask across the lot and glares at you with something approaching real hatred.
> You talk to Drogo about the bottom
"And the bottom?"
"Hmm." He pauses thoughtfully and stares at the deepening hole. "That is a good question." The scratching resumes.
> You break it
That's unlikely to have much effect.
> You get coppery
Taken.
You move the empty pans from the oven to the work table.
"A loaf of bread, please!" requests the moss robed citizen.
The Shireton Harbourmaster arrives from the north.
Heat blasts from the open oven into the bakery.
The Harbormaster scowls, "Me, I'll be takin' one of them bland, overly puffy fairy-cakes you sell in here and make a passable attempt t'pass off as real bread! Speakin' o' hardtack, 'at reminds me of a funny yarn for ya! It all happened back in the day... back when we were still huntin narwhals and Great Whites...
> Wave passkey
Nothing happens.
> You look at the rome through the lens
You squint at the image of Rome through the glass, and it unfolds before you:
There is the Tiber, winding, and every bridge that crosses it, and every peddler selling trinkets on those bridges. The birds that flew in augury, circling still on the hills. The beasts of burden, laden with food from the fields...
> Inventory
You are carrying a wooden bucket, a burlap sack (which contains an old shovel and a sequined jacket), a flashlight, the key to Cabin One, a tube of suntan lotion, and a pill bottle. You're wearing your clothes.
> You ask Wally about the genie
"Please let me in. We humans need to stick together."
"Please, I'm at least one step above you on the evolutionary ladder."
> Tie sheet to bed
You loop the sheet around your bed and tie it.
> You eat the radish
Crunch, crunch, crunch! Everything's drowned out as you crunch crunching radishes. Their crunches resonate inside your head. Each bite's exceptionally crisp.
> Turn sign
It is fixed in place.
> Inventory
You are carrying:
seven unwritten vellum scrolls
a coffer (which is open but empty)
an old document
a colour chart
a length of light rope
a boomerang (providing light)
your formal credentials
a shard of pottery (providing light)
a small wickerwork hamper (which is open but empty)
four arrows
a drum (which is empty)
a bow
the "destruction order"
Experimental Spell Book #5
your Ambassador's trunk (which is open)
a hand telescope
The Guide For Travellers To The Lower Northlands and Surrounding
Provinces
some provisions - a joint of cured ham, a hunk of cheese and a clove
of garlic
a stub of a stock-keeper's note
a broad green leaf
a burnished lantern (providing light)
> Go east
This room looks like it belongs in a modern home instead of some underground cavern complex. It is neatly square, about 20 feet wide by 25 feet long, and the walls are paneled with cedar wood. It looks unusual only due to its contents, and that the west wall is a wall of roaring flames. The room is of a comfortable temperature though.
An altar is on the northern wall, a desk lies against the eastern
wall, a table sits against the southern wall, and in the middle of the room sits a large crystal obelisk.
Sitting on the altar is a large black book. Sitting on the wooden table is a black rod. Sitting on the wooden desk is a tarot card and a small bowl.
A grey old man in dark blue robes is here. The Ice Wizard stops admiring his trophies and turns to face you as you enter. "This used to be the Fire Witch's trophy room," he mumbles. "Now she's a part of it."
The Ice Wizard mumbles something about foolish mortals under his breath, making some sort of gesture with his hands.
> You ask Luisa about the boys
"Oh, those boys," Luisa says, shaking her head in disgust. "They're not nice at all. You don't want to go hang around with them."
> Inventory
Carried:
a damaged book
a primitive copy of a key
a puzzle box (open)
a letter
a diary
a small module labeled 'Aetheric Amplifier'
a large iron key
File F6A142: Cleve Anderson
a flanged brass rod
a paper tape labeled F6A142
a small key labled 2D
> Go upwards
You painstakingly climb out of the old well.
Beyond the south wall of the old slaughterhouse, there is nothing but a tangled thicket so dense as to be impenetrable in every direction except to the north, where you can slip back into the ruined slaughterhouse through a hole in the wall.
Rising from the midst of the underbrush is a squat circle of stone: the top of an ancient well.
A rotting circle of plywood leans against the side of the well.
> You look at the sketches
They concentrate on weak points and the functioning of the digestive tract.
> Go northeast
You remember from a visit once as a child, when your mother worked in the hall, that the ground floor is mainly the servants quarters and kitchen etc, and that the servants kept themselves strictly apart from their masters. And out of sight as much as possible, so wandering around this level should be fairly safe, but not likely to be very productive... but one never can tell...
And what's that door to the south? Ah, you obviously weren't allowed in there as a kid.
A corridor leading to the kitchen is to the east. An ornate staircase winds upwards, blocking off northward access from this point, and a fancy doorway is to the south. The whole place is very gloomy with oak-panelled walls and a few portraits of singularly unattractive ancestors of the present incumbents.
You may exit the building westwards.
You can see some portraits here.
> You go east
When you feel you're ready to challenge Gus again you can CLIMB ON STAGE.
> Go inside
The Uptown Diner (crawling)
A long counter divides the dining room from the kitchen entrance to the west. Booths line the east wall. Many of the windows are smashed, including most of the ones on the south wall, which provide an alternative exit to the locked front door. The floor is scattered with broken dishes and window glass.
An old jukebox stands in one corner, lit up and ready to play a tune.
Your severed foot arrives from outside the front of the diner.
> You go south
You emerge out of the forest into ...
"Challenge" Camp
The "Challenge" camp is set up just north of Krakatoa's southern lagoon. Deep forest separates you from the smoking volcano to the north, and other paths lead west, northwest, northeast, and east.
You can see Biff here.
The ground shakes, slightly.
> You put the helmet in the cabinet
(first taking off the golden helmet)
Done.
> You listen
From every direction, the dull roar of the crowd washes over you.
He looks at you and Devlin. "Fred, Art: you two creep up a little bit when he squares around to bunt and be prepared to field the ball if it's hit your way."
> 1
"You know, talking to trees is probably a sign of madness," say the trees, conversationally.
[1] I don't think that applies when the tree talks back.
[2] Talking trees? What's next? Lichen that whistle show tunes?
> You say god
"God!" you exclaim. All eyes turn slowly towards you.
"Heavens," says the Prince mildly. "A pet with theological leanings. How unusual. You're most fortunate in your domesticated animals, madam."
The old lady gives you a long, narrow-eyed look. Apparently she does not share the Prince's feelings on that topic.
"I'm sure it's nothing surprising," remarks the old lady, "if you didn't meet anyone at the ball that you felt immediately you could marry. Such short acquaintances... there's much more to an alliance than that. One must feel at ease with the family, for instance."
The Prince opens his mouth, then closes it again. "I did meet someone," he admits. "But I know nothing of her family. It hardly matters to me, however. It will be the woman who can wear this shoe."
The old woman laughs slightly. "How beautifully romantic! But -- she didn't give you her name?"
The Prince shakes his head, looking embarrassed again.
"...but you would recognize her, at least," the lady says, looking down carefully at her hands folded on her skirt. "As soon as you saw her face--"
"I can't be sure," the Prince replies.
There is a thick silence. The old lady frowns, suggesting very rapid and dangerous thought. Theodora lies back against the pillows, interested in the story and too stupid to realize it has to do with her. Lucinda-- but Lucinda's thoughts are always the hardest to read.
> You examine band
It's a thin gold band, a little scratched, unobtrusive. And very important.
> Inventory
You have in current possession:
two copper coins
an apron (being worn)
a baker's hat (being worn)
a quest to give
a song in your heart
a name response
a job response
> Go west
As you walk through, the doors slide closed behind you.
Looking around, you see that the room is bare. You see the Library North
There are sliding elevator doors on the East wall
There is a locked door on the West wall.
> You go south
The cobblestones grow crooked and broken underfoot. The buildings crowd inward until they blot out the darkening sky. You hesitate.
Is there really no other way?
> You open the cabinet
Opened. The cabinet is stuffed with blocks of subcircuitry and nests
of ribbon-wiring. There is a gap at one point, however, as if a single logic plate had been removed.
> You go north
Jackson Square, north side
Here under the august shadow of the Cabildo it is (almost) possible to believe that nothing has gone wrong or ever will. The old building still stands, untainted and from here apparently undamaged, the signs for tourists in their places, as if anyone were traveling for pleasure today.
Along the street is set up a table from which someone was selling souvenir posters and other junk.
On the table is a picture of the Taj Mahal.
Brutus follows you faithfully.
> Nfspecfic1
%% Enter a save filename to read:
> You look at the scrolls
You can't read any of these queer runes, but you know a chart when you see one. The islands of the northern reach are clearly depicted, along with a red X and finely scrawled coordinates. The rest is page after page of dead languages, along with strange technical diagrams that you cannot comprehend the parts or use of.
> You enter the gondola
The gondolier watches impassively as you clamber in.
The gondolier pushes away from the ledge and propels the gondola through the water with remarkable speed. Soon you cannot see the walls of the cavern, only the ghostly shafts of stalactites, present and then swiftly gone. It seems an eternity before you land again.
> You describe your surroundings
and the bathroom. Your bedroom is to the south, behind an open door, while John's room is to the north, beyond an open door. The bathroom can be reached by going east through an open door.
You see two snack food bags and a swivel chair here.
Evan is here, expounding upon some obscure piece of trivia.
Evan wonders what the world would be like if everyone walked on the ceiling.
> Go north
Willy Street, west end
The west end of Williamson street is where the east side of Madison ends and the downtown area begins. A tangle of memories from different decades of your life is woven into the landscape of the city here. Lady Wisdom's coffeeshop is on the south side of the street, radiating bohemian charm acquired from decades of service to local culture. John Nolen drive curves around the lake to the west.
As you are stepping outside, you hear your name called behind you. You turn, and your old friend Clark greets you from behind the wheel of a large utility truck. 'Long time no see! Hey, its Elgin's birthday next week, he's having his party at Rossini's Pizza. It's on the west side of Monona drive as you head south, hope we see you there!'
Elgin is your godson, and you haven't seen him for years. You have guilty memories of many ignored phone calls from Clark and Staci during 2010 and 2011 as you were sinking into depression and solitude. Maybe they split up or something? You can't remember. Everything feels different now, and you are excited to bring old friends back into your life.
(The door to Afterlife has opened)
(20 April 2013)
You will need to ride a bicycle to get all the way to Rossini's. You should check Turning Wheel cycles.
> You say the heirs
"Awk!" you say. "Heirs!"
Blood rushes up into the Prince's cheeks. He doesn't look your way.
The Prince drops to kneel at Theo's feet. He looks dubiously at the shoe. "Do you happen to know whether this goes on the left foot, or the right one?" he asks. "It's very--"
"You can try it on both," says Theodora. "If you want."
He begins to slip it onto her left foot. It won't go, not at all. "That's certainly not it," he says, smiling at her quickly.
She twitches her skirt, giving him -- you imagine, since you are at the wrong angle -- a passing view of quite a lot more than her ankles. He blinks once but does not allow himself comment.
> Go west
You stand at the hedged-off side of the farmhouse, the back door to the east swinging open in the wind, and a path winding south to the front of the building.
A short stick is leant up against the wall.
You can also see a bucket of disinfectant here.
> Fire
You are not in combat at the moment, but you rehearse the stance anyway.
You quickly get into the fire stance:
You shift your weight sideways onto your right leg, left leg out towards the front-left, giving support. You hold your right fist out in front of you, palm up, at face level, while your left fist is at covering your stomach, facing palm down.
> You examine the bird
The Tombstone Jay (or just T-Jay for short) appears to be a lot more hawk than jay. Mixed in with the ash-gray feathers are streaks of red and brown. A ring of white circles his hooked beak as well as his imposing taloned feet.
> You drop rusty
Dropped.
> You get the chainmai
A whammy on your demonic keyboard! Refer to your game manual for assistance.
> Search screens
Following the elusive smell of plum blossoms, you find a strangely insubstantial lantern half-fallen beyond one of the screens. It hovers near your shoulder like an errant star.
> You go west
It's so cold in here. A dim chandelier squeaks back and forth from the drafts. You have no desire to remain. To the north is a creaky kitchen. The creaky hallway is back to the east, and you can go
up to the creaky tower.
You can hear the front door creak back and forth. Wasn't it
closed?
At the sound of that creak, you feel the unseen thing behind
you grow stronger.
> You examine it
A nice red feather with a firm shaft. It's likely from a goknous, the rare exquisite courier bird.
> You go west
You are in a cavern. You are home. You are safe.
Looking north, you see the Mother; looking south, you see the Bottom; looking east, you see the Larder; looking west, you see the Mead Room.
> You get it
You take the gnomon off the sundial.
[Your score just went up by 5 points. The total is now 5 out of
100.]
[NOTE: You can turn score notification on or off at any time with the NOTIFY command.]
> You look at the scratches
(the bedside table)
It's completely bare. Not even a clock or a lamp to break up the surface.
> You ask Frankie about the snow
"Here already? The avalanche can't be far behind."
> You look at the window
This window allows Nikolai to observe his staff and customers from the privacy of his own office. A man his size, and in such poor physical condition, can't easily navigate those steps. To communicate, Nikolai barks insults at the people in his Dining Room below.
> Go downward
The branches aren't quite so thick and sturdy here. You can feel them swaying slightly under you with the wind. Every once in awhile the leaves part enough for you to catch a glimpse of the ground some twenty-five feet below.
There is a three-inch wide hole in the trunk here. It contains a huge pile of acorns.
> You eat the onion
You crunch into another onion. More fumes infuse your breath. Before they fade, you can blow their aroma out.
> Onp
You set the wand to orange-brown-purple.
> You look at marks
Looking closely, you recognize the telltale patina of dried blood.
> You read the scrapbook
Er, READ the SCRAPBOOK? I presume that was just an error in judgement.
> You think about Cytserz
Thinking of Cytserz reminds you of the following topics:
students
> Look around
Servants' Dormitory (on the bed)
Up here the female servants used to sleep. Now there is only a dreary row of unmade beds; a rack for drying washing; the fireplace, hollow and untended. Time was, when you were very young, that you used to creep in here for chatter and gossip, and the language you were used to hearing at home.
In the fireplace are some bits of shattered brick.
> You jump to the amarok
Shrouded in thick, purplish clouds, this world probably isn't quite massive enough to be a true gas giant. A white, cyclonic storm rages at its equator.
A gargantuan nomad worldship drifts powerless through space,
ripped open and spilling its cargo into the vacuum.
An amalg dreadnought has latched onto it with over-sized claws.
Ripjaw commands the boarding parties.
A dead amalg drifts through space, her bronze wings useless in
vacuum.
(Dr Pico-G pays you 1k for bringing him to a new world.)
> You play the trumpet
Carefully checking the spit valve, you put lips to mouthpiece and blow.
> You examine the mechanism
From outside the wire ball, you can only tell that some small objects are woven into the wire near the center.
The clockwork scarab is pushing its lacy metal ball west across the top arc of the chamber.
> Link gilt to inset
(the gilt-wood mirror to the mirror inset inside the box)
Bending your will, you form the link between the gilt-wood mirror and the mirror inset inside the box.
> You examine the glasses
Aunt Caroline's glasses have heavy, blocky tortoiseshell frames. They're very unattractive.
> You look through window
The yard is bright underneath the Christmas sun.
> Inventory
You are carrying:
the Amulet
a shiny sword
a lamp (providing light)
> You go to the south
This is the intersection of two corridors. To the west is a exhibition called "QUEER ART 2100-2433". Unfortunately, it's closed. To the east is an an exhibition called "BEST FANFICTION OF THE 20th CENTURY. Fortunately, it's closed. The corridor to the south is blocked by a sign saying "ESCAPED JENNOSAURUS."
An original 20th century golf cart stands here, obviously on the way
to some exhibition or other.
> You go north
(first opening the secure door)
It won't budge.
> Describe the surroundings
You are standing behind the house, in the shade of a lovely tree. A path leads southeast past the back porch, back towards the side yard.
On the back porch is a rubbish bin (which is empty).
You can see a stack of firewood (on which is a cat) here.
The cat yawns and stretches, scanning the yard with sleepy green eyes.
> Locket
(first taking the silver locket)
(slipping the newspaper into the pocket of your trenchcoat to get a hand free)
You put on the silver locket.
> You wait
Time passes.
[POS: (1, 0, -1)  VEL: (-1, 0, 0)]