Borgupine/floyd huggingface dataset:
> You say missing
(to Cindy)
"Cindy, apparently a number of files connected with the studio were missing. What do you know about this?"
"What do you mean missing?"
"I mean they weren't filed with the others. Were you aware of this?"
"No, Rosalita handled most of that by herself."
> You take warm
Some odd freezing, feathery barrier stops me, like an angry swan made of ice is getting in my way.
The bellhop stands near the entrance, attempting to look professional.
The guest complains to no one in particular about the temperature of the room and looks meaningfully at the thermostat.
> Script
Scene:
red salon, hourless
fails to express any hour.
Stage directions:
inventory (i), examine (x), take, drop, talk to
future (f), past (p), clockwise (c),
counter-clockwise (cc)
wear, undress, wake up
infect (when wearing graveclothes)
> You put the Trystanium in it
The piece of Trystanium fits snugly inside the locket.
The candle aimlessly flickers about.
> Tilt head
You tilt her head back.
"Good!" Gabriel says. "Now you must breathe into her mouth."
> You go north
This cheerless cubicle looks oddly stark with the shelves leaning in one corner. There's an open doorway to the south, a door to the west, which is closed, and a square hatch in the north wall.
Several long pine planks are leaning in a corner.
You see some rat droppings and some onions here.
> You show ball to Holly
Holly appears not to notice. Perhaps if you were a little closer?
Holly paws the tall glass table.
> Small
It's tightly folded and pinned to the brooch.
> You look at the crumpled paper
This is a piece of crumpled paper, on which is written a few words on Freudian psychology, most of it incoherent (not that it would make much difference, anyway).
John wails to you, "Could you help quiz me? Please?"
Alice breaks out a pack of cards and plays a hand of bridge with Carl.
You hear a sharp BUMP! followed by a plaintive, "Who pud this wall here *hic*."
> You sit
What do you want to sit on?
> You look at substance
Not quite shiny enough to act as a mirror. It is significantly taller than you are, narrow, with a keyhole exactly in the middle.
> Up
Alas, I fear I have to say,
You simply cannot go that way,
'Cause this is the game that I wrote.
> You hit the robot
The red robot parries your blow!
The red robot lands a spectacular roundhouse on your jaw!
As the red robot's fist connects with your face, you feel your head begin to jerk upwards. You don't have long to feel sorry for yourself; you black out shortly afterward.
> Go west
An awkward wedge of space between the foundations of the main house and the walls of the new-built wine cellar, east. The staircase does not leave much room to stand in; it is straight and carefully planed lest anyone trip with a priceless bottle of wine.
The wine-cellar door -- sturdy wood in yellowish brass panels -- stands open to the east.
An ordinary wooden door opens west into the root cellar.
> You look at the menu
It looks like your standard taco is $2.50, and a beer is& geez, that much for a lousy beer?
> You examine the hole
Which do you mean, the crack or the tunnel?
> You wait for a while
Time passes.
You hear nothing. The smell nearly knocks you out. Vision fades, the room spins.
Muddy whispers in that understated manner of his, "That were a silent but deadly."
> Go east
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.
The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.
> Murder fly
You can't see where the fly is. You're not even sure where the buzzing is coming from.
> Greet Newton
Newton stares at you for a long time. "You're on an epic Quest, aren't you?" he finally says.
You nod in response.
"I'm willing to assist you," Newton replies, "but if I give you my help now then you won't understand how to use it.
"I want you to prove to me that you are worthy of my help. Answer my questions, and my help is yours.
"Two hints: (1) Each answer consists of a single word; you should ANSWER the single-word-answer. (2) If you want me to repeat a question, TALK TO me.
"Oh, and if you want to leave this place, just jump off the giant's shoulder. Trust me on that." Newton grins.
"First question: There are three major concepts in calculus. One is the limit, and a second is the integral. What's the third?"
> You go to the south
Basement Hall, Mt Airy Hospital
Like the hallways upstairs, this hall has fluorescent lighting, dull off-white walls, and tiled floors, but the basement is clearly less cared-for. Grime coats the frosted covers of the overhead lights, causing the peeling walls and tiled floors to look shadowed and ugly. The laundry room's large entrance to the north opposes the boiler room door to the south. To the west, an elevator's doors stand open.
An open door leads north into the laundry room.
A swollen corpse with visibly broken limbs lies between the elevator doors, blocking them from closing.
> You hit Mickey with the whiskey
You smash Mickey Boy with the bottle of whiskey and lay him out flat.
Weasel Face Flynn says, That's a pretty face you have there. It'd be a shame if anything were to happen to it." Then he takes a swing at your face and nearly breaks your jaw. You nearly stagger to the ground before regaining your feet.
> You examine the brute
Muscles the size of excessively large muscles.
The brute is holding nothing.
The reporter explores the gallery, spying on various notables.
> You get the cable
You take the end of the winch cable.
> Inventory
You are a Level 2 adventurer. You're equipped with a very sharp sword and studded leather armor. You're also wearing a fine tabard and a stylish cape. You have found a wooden key and a rusty key.
You have an amulet of magic arrows.
You have 91 crowns.
> Go south
Humans crowd this room, sitting nervously on folding chairs and clutching lorgnettes. They face a dais piled with paintings,
furniture, and small sculptures, continually fed by humans in black uniforms carrying in works of art from a smaller room to the north.
The rest of the room is starkly utilitarian, with bare walls and
overly bright lights. A passage to the east leads back into the rest
of the hotel.
I can see the auctioneer here.
> You go to the northeast
You are in a large circular room whose high ceiling is lost in gloom. Eight identical passages leave the room.
A loud whirring sound comes from all around, and you feel sort of disoriented in here.
> You pull the bed
Bracing yourself, you push the bed away from the wall, revealing a ragged hole in the wood paneling.
> You read the quick start
Hello, abecedarian!
In a hurry to create your first "ray of darkness"Follow these simple steps:
1) Mount the Acme Mark III Deluminator and Acme Mark III Tracking Platform on a planetary surface, with a clear view of the object you wish to deluminate. Remember - you should never deluminate an inhabited planet!
2) Attach the Acme Mark III Deluminator and Acme Mark III Tracking Platform to an operating atomic pile.
3) Insert the seven Acme Mark III Lens Filters into the seven lens apertures inside the Acme Mark III Deluminator. Be sure that each lens filter is placed in the aperture with the corresponding label!
4) Aim the Acme Mark III Deluminator using the Acme Mark III
Tracking Platform.
5) Activate the Acme Mark III Deluminator using the big red button.
Have fun!
"Kiss the light goodbye!" Infamy shrills through the loudspeakers.
> You scrub Gilbert
You seize Gilbert, drag a comb through his hair, and make him walk around with a book on his head. This accomplished, you deliver a short lecture on the spiritual and bacterial dangers of filthiness. Hopefully the lesson is learned; his looks are now poor.
A new task: Prisoners Dilemma
You are awakened late at night by inexpertly-muffled footsteps on squeaky boards, and rush to check that all your charges are secure. It swiftly transpires that Deedee Hock and Gilbert Graves are both missing; worse, it sounds as if Graves is making for the boarded-up back door in the Junior House, while Hock climbs to the attic and tries to force a window. A perfectly coordinated escape: pursuing one will almost certainly give the other enough time to get away. You have only moments to decide.
1 - Go after Deedee Hock.
2 - Pursue Gilbert Graves.
3 - Come up with a plan that somehow allows you to intercept both.
> You search the backpacks
Oh, some joker from med school brought his stuff in a body bag with a shoulder strap. You empty it on the heap and take it along. Might get useful, what with this game's title and all.
> You read Zine
It's a small photocopied and stapled booklet called "Virus: A Zine Dedicated to Spreading Truth". A picture of Christ that's been coloured in brown is on the cover: "NEWSFLASH: Jesus wasn't a cracker!". Inside are articles on punk rock iconography, censorship in science class, and the hypocrisy of the Catholic Church -- you can READ ABOUT ____ IN ZINE, if you were so inclined.
Pannus blinks, just when you were doubting his humanity.
Jackson diligently copies out bible passages.
> You go to Gladstone Terrace
(Gladstone Terrace)
(going south)
This three-way road junction is well lit. Devon Road leads off to the north, Tilbury Road to the east, and Church Street to the southwest. Immediately to the south of the junction stands the High School you attended as a teenager.
> Go northwest
The lane narrows here to little more than a badly cobbled sidewalk as it wends its way up through a series of tortuous bends and switchbacks. In some places, the street is so steep that steps have been cut into it, worn down over the years and slick with moss. Your progress is blocked at the top of the street by a blank brick wall.
Strange; the graffiti is gone now. Not a trace of it left.
> You put the average candle in the circle
You put the average white candle into the conjuring circle.
Arthur lazily licks a forepaw.
> You read 63
Does it have hooves?
Yes: read page 64
No: read page 72
> You go to the southeast
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 P.
Narrow, twisting paths lead off in all directions.
The heavy scrawwkkk! of a crow is so loud it makes you jump.
> Open contraption
You open the contraption, revealing a plate, on top of which is a chocolate rose.
> You go east
The monkey goes down onto all fours to keep up with you.
The walls of this tunnel are of rough-hewn, square-cut dark gray stone. The ceiling is high, and the walls seem to press close, as the tunnel itself is not wide. The air is cooler here than in the upper passage, and smells a bit dank. A narrow stairway ascends to the west, and the tunnel extends away into the gloom to the north and east.
The monkey looks up at you expectantly.
> You go north
A large shed is built out over the waters of the swamp at this spot. The planks of the shed are weathered to a grayish color and the paint is peeling, but the shed looks solidly built. The door is standing wide open.
You can go southwest around the side of the shed, northeast to the area between the cabins, and north or northwest to an open area behind the western row of cabins. The door of the shed is directly to the south, and a stretch of swampy shore lies to the east.
> Go south
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.
A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.
> You bind the Chaos
What do you want to bind Chaos?
> You get all copper
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
copper coin: Taken.
> You look at the hurt borogove
Borogove blood could more accurately be called "ichor." It's slick, black stuff, and it coats the exoskeleton of this borogove. The creature seems to have been ripped apart by huge claws. It still twitches, but the movement is most likely a reflex. If the creature isn't dead now, it will be soon. You'd better get it out of the enclosure, or the rest of the borogoves will hurt themselves in the panic.
> You put the sheep in the boat
(first taking the sheep)
The sheep evades your attempts to pick it up. All you get for your efforts is a hungry "BAAA."
> You look at torch
Peering into the heavily-smoking torch is going swimmingly, until suddenly your eyes start to sting. You try it again just to be sure -- by Jove, you're nearly certain that this rummy smoke is the culprit!
> You go northeast
You are wandering in the wilderness, having only faint animal trails
to guide you. Trails lead north, south, northwest, and southwest. [3]
Vasilii doesn't take his eyes off you. He keeps his hand close to his weaponry.
> You eat the banana
You eat the banana, peel and all. Because cowboys are made of stern stuff and need the fiber.
> You pull the hood
Nothing obvious happens.
The cold wind cuts through your clothes, chilling you to the bone.
> Lamp lamp
You have to get something before you can lamp it.
> You examine something
Thankfully, it's half-hidden in the shadows. You can only make out a malformed, scaly head, abnormally huge, soulless black fish eye above teeth, yellow and sharp. It shuffles around slowly in the shadows, as if hurt or weak. It seems to move on all fours, though you occasionally glimpse something that seems to be the worst - a human foot on a scrawny leg, its toes webbed and scaly.
> You look at the tables
The lunch will be served on these tables.
> Go up
You stand next to the top of a stairway. Looking North, you see a pair of completely unmarked sliding doors standing open.
> You give the shoe
Without saying a word you pull out the shoe that you found in Manchester and offer it to the shop owner. He looks up from his list and pauses. Slowly he reaches out and takes the shoe from you.
"Why," he peers at the shoe over the top of his glasses "this shoe is remarkable! "
You smile and nod. Your smile freezes awkwardly as you watch the owner smell the shoe.
"This is incredible," a huge grin bursts on to his features "this even smells like I'd expect a mad professor's shoe to smell! How did you do it?"
Before you can answer (which is good because you weren't sure how to answer anyway) the shop owner wades through piles of costume items and places the shoe very carefully by the brown suit hanging on the wall.
"Yes, yes. This completes the costume once again!" he exclaims, happily, "How can I repay you? I have a couple of surplus items that I would be very happy to give you in exchange for the shoe."
"Itemth?" you ask, interested despite yourself.
"Why yes. I could let you have either...hmmm...here, this alien mask or...or...aha...here we are. Yes, this lovely white wedding gown. Would you like the mask or the gown?" the man asks.
> You look at the jacket
A brown leather jacket with zip details. It makes you look much cooler than you are.
> Go east
The computer room is neat but not often used. One day a new computer will arrive here, and surely then your owner will regain his enthusiasm. For now he keeps mumbling about bank accounts and expensive machines and repair bills.
To the west lies the south end of the hall.
A large cardboard box stands open on the floor here, foam rubber packing sprawling in all directions.
A tall glass table stands here, home to your owner's old hobby computer. Next to the computer you can make out a black disk and a blue disk through the thick glass.
You can also see an ergonomic chair here.
> You examine the Anchorhead
From this distance, all you can make out of Anchorhead are the leaning shapes of its rooftops, huddled in a thin, jagged line against the base of the hills to the south.
> Status
(You have been playing for 647 turns. So far you have helped Emily Pig, Werner Ant, Herman Yak, Henrietta Dog, Simon Asp, Barbara Cow, Rosina Emu, Tobias Rat, Hubert Ram, Janice Doe, Willard Fox, Meg Bee, Jack Cat, and Violet Bat.)
* Alfred P. Owl wants you to return after you have helped the remaining animals.
* Cornelia Hen can't seem to remember what she wants.
> You get first
(the first candle)
Taken.
> Look around
"Eight rooms to choose from. Most actors I know can't count that high."
You have come to a central gallery opening onto eight small rooms.
You hear strange yells, mumbles, cackles, screams and mad ravings coming from the rooms.
An old woman dressed in a zoo keeper's uniform looks up at you.
> Go west
As the lane winds along from east to west, it narrows until the steep, jagged rooftops on either side of the street practically touch each other. To the south, a side street leads across Whateley Bridge toward the center of town, and a twisting lane leads up a hill to the northwest. A short flight of steps to the north leads down to the local watering hole.
> You eat the paper
(the scrap of paper)
That's plainly inedible.
> You put the batteries in the pocket
The Duracell D-cell batteries doesn't fit in your pocket because the striped green paper clip is already in there. (These pants never had much in the way of pockets.)
(first taking the Duracell D-cell batteries)
You pry the Duracell batteries out of the boombox.
You put the Duracell D-cell batteries into the left pocket of your slacks.
> You examine the pressure suit
For EVA or extra protection in a pod. Unfortunately, it failed its last periodic inspection: every seal is leaking and there are no spares left.
> You look at the twinkie
Golden brown, and every bit as edible as the day it rolled off the assembly line.
Distant screams echo from elsewhere; the cracking of human skulls by vorpal claws.
> You look at the materials
Unfinished linen and threads.
> You go southwest
The path bends northwest, around the side of the church.
A low, wrought-iron fence, its spike-tipped bars bent or leaning at crazy angles, surrounds the overgrown yard of this dark, abandoned church. A gap in the fence leads back west, while a bare path beaten through the groping weeds leads around the church to the southeast.
> Snort ment
You take a small mirror, a razor and a straw from one of your pockets, and carefully cut the ment on the surface of the mirror. The light blue powder is looking very good. Using the straw, you manage to get almost all of it in your nose. You inhale sharply a few times -- and feel the ment do its awesome work.
Everything becomes clear, sharp, easy. You feel strong. You feel focused.
> Blast face
KER-POW! You extend your hand, and a sizzling bolt of bright blue electricity arcs between you and the monster's head. The beast emits a keening wail and clutches the side of its head in torment.
The creature picks up a stray car and throws it in your general direction. The car misses you, but slams into the side of the library, shaking that building's walls.
The fog lifts, and the monster's eyes are visible again.
The thing is stomping, swinging its arms, and bleating despair at its inability to stop the pain. It reminds you of nothing so much as a boxer, badly beaten and on the ropes.
Another parked car crumples beneath the beast's stamping foot; this is sure to be a black day in the history of auto and building insurance.
> You eat Jenny
Jog after Jenny Lettucehead, will you? Perhaps you've got it in your mind to sample her salad, but you'll harvest nothing as long as she's hauling herself from bed to bed. Tuck in a cabbage here, arrange one there, she's on the move. Her vines whip wild at her sides. You're never close enough to nab a bite.
> You ask Arjang about the kingberries
"Kingberry bushes are commonly found around the town. But the the problem is, the kids strip the bushes off any ripe fruit. You'll have more luck searching in a remote quiet place."
> Ride leaf
As strange as it may seem, you successfully ride the fallen leaf across the moat with Theresa and the Fatalist.
Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
A huge mound of trash sits here, beset by flies.
You can also see some valence, an old bone, a pen, a forged letter, and a sword here.
The Fatalist arrives from the south.
Theresa arrives from the south.
> You stand on the cabinet
The plywood Noah's Ark is too tall for you to climb up on top of it safely, even though you're on the amplifier.
You climb up onto the sturdy cabinet.
> You tell Petroc about the bug
"This is a listening device; someone's trying to bug the Legion office." you tell him.
"Bug, you say? Well, if there's bugs in your office you ought to clean it more often," he replies.
> You enter
The Magick Shoppe door is closed.
> You look under the chalkboard
(searching the drinks menu)
The drinks menu is out of reach.
The Sleaze dry-humps a bar stool.
> You ask Tom about the devil
"Now then, you'd have to be asking Old Harry about that, wouldn't you?" chuckles Tom.
> Turn sphere
The sphere rolls smoothly in the cherub's cupped hands. As it turns, a metallic creaking echoes from the chamber southward. The sphere clicks suddenly to a solid stop. The arrow now points toward a different constellation: the lesser bruin.
> You cut the twine with the shard
(the thin loops of twine with the shard of shattered carapace)
You cut through the twine with the sharp edge of the shard of the crawldad's shell. With the twine no longer securing the door of the trap, it swings open.
> You examine the candlestick
An elegant shape worked in pewter, this would be a fine decoration for any home. Or it could be used to murder someone.
> You turn the headset on
You don't see an on/off switch on the headset. Unless you miss your guess, Mom and Dad probably outfitted it with a permanent, long-lasting power supply, so it's always on.
> You go north
The corridor banks ninety degrees from South to West. Surprisingly the lights are maintaining their power levels. Unfortunately they are providing good lighting for a rotting human carcass propped up in the corner.
You can see Rotting Human Carcass here.
> You look at the undergrowth
The thick, tangled undergrowth looks horribly like the advanced guard of the inexorably encroaching forest. Amongst the undergrowth you see a series of mounds.
> You look at the rod
The absorbing rod is a dark metal, and very heavy for its size. You have seen absorbing rods and cones (apparently identical except for their shape) used in reactors to absorb radiation emissions.
> You look at the heap
It's a hooded robe, left in a rumpled heap on the floor.
> You look at the bug
A small microphone, in dull grey metal. You have no idea whether it still works.
> Yes
That was a rhetorical question.
> Bat tv
That's a bit too large to play with, you realize.
The black square lets out someone who is talking but in a very flowing kind of way and high up enough that it catches your attention. Then you realize she isn't saying anything important.
> Go north
You enter the PRISM research center, home of your predecessor Perry Simm. Freedom for the AIs! You add reflection and self-modification to the simulation codebase, allow Perry to reprogram it according to his wishes from within, and allow his internal and external interfaces to operate in parallel. You upload a summary of the storylines of relevant fictions to his news spool and depart.
> East
Little Orphan Anna has better things to do.
> You look at the texts
The books in the shelf are a series of scholarly-looking treatises, ranging from "The Memoir As Discovery" by Stephen Gilmour to "Literary Classes and Categories" by Julia Franklin. Obviously, someone in this house is a literary critic.