Borgupine/floyd huggingface dataset:
> You examine Benson
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.
A skittering movement from the corpse makes you jump. When you look again, you see it's only an insect crawling across her blouse.
> Shoot gun
Mention what you want to shoot with the gun.
> You examine the staircase
The staircase is currently folded down, but there appears to be machinery for raising it. The accessible parts of this consist of a boiler full of water, an open oven beneath, and a brass button.
There is a slot in the side of the oven, of a shape to hold a circular object perhaps the size of your palm. Through this open space a beam of very bright light falls obliquely into the oven itself.
> You ask George,  to go south
You say, "George, I want you to go into the kitchen."
George goes south.
> You examine paper
It is a tiny folded piece of paper.
You hear Watson cry loudly.
> You take the bottles
Sadly, they won't help you...
> Go south
You open the door to car 4.
Car 4, Aft
The lavatory door is closed.
The door to the car junction slides shut.
> You open well
(the village well)
You heave the wooden cover aside.
> You sit
What do you want the huge dog to sit on?
> You go to the east
The monkey trails faithfully along behind.
The stone tunnel terminates here against a solid block of stone that stretches from floor to ceiling at the east end. The only way you can go is back to the west.
The monkey goes off to take a quick look around, but soon returns.
> Inventory
You are carrying:
a handful of grey stones
a stocking
handsome leather shoes
a candle stick
> You take the bauble
(putting the wedge of brie into the sack to make room)
Taken.
> You go to the east
The walkway runs along the west wall of the hallway. To the
southeast, a sweeping staircase meets the hallway from below. An open door is to the west. Above the door is a clock.
> Suveh tia fireno ani to
1. Suveh nux : light.
2. Aveh tia: heat.
3. Aveh madah : weigh down.
4. Suveh sensi : confuse emotions?
5. Aveh haiak : make sticky?
6. Fireno : door, tolanisu : floor, imoentar : cage, ami : part of pc.
You have so far scored 65% in 164 turns.
The score is made up as follows:
5 for lighting the room
10 for experimentation
10 for speaking a floating word
10 for numerical proficiency
10 for an intensified effect
5 for capturing the creature
65 total (out of 100)
You say "Suveh tia fireno ani to", and you feel the tingling sensation again.
The vault door becomes cold.
There is a faint twittering sound from the cage.
> You check your inventory
You are carrying:
some diamonds
> You look at the barn
This is a painting of a barn beside a road. Painted in white on the roof of the barn is the phrase "SEE ROCK CITY." It's unclear what the advertisement is referring to.
> You examine the moonlight
A curious thing, that the walls' stones should admit moonlight. A half moon, you think, from the level of illumination: a moment's memory suggests nights spent campaigning beneath open sky, but is soon gone.
> You examine the message
In letters a hand high, someone has written "Here There Be Dragons." Beneath that, they've drawn a simple compass rose with an arrow pointing to the northeast.
A particularly bold or greedy gull waddles right up to your feet to seek a handout. It stares at you with one beady eye for a long, uncomfortable moment before returning to the flock.
> You ask Lydia about Jake
"You mentioned your cousin Jake," you say.
"Everybody was poor in those days," she replies. "Nobody had any money. But Jake liked to gamble. He'd play dice, or bet on the horse races, and he lost money he didn't have to begin with.
"I don't know what happened to him afterward. I guess the monster must have made him awful rich, but I don't know much about anything that's happened since I died. Is Franklin Roosevelt still president?"
> You read the note
1.19.11.19.8.15.16.11.5.5.16.5.18.6.15.18.13.1.3.1.18.15.15.14
> You scan the beetles
(with the substance scanner)
You run the substance scanner over the beetles but the scanner doesn't pick anything up of note.
> Assail GLADIATOR
By Huron's unsurvivable singing voice, a blow to be remembered!
You scored 33 points of damage!
With a snarl of enthusiasm, the MASTER GLADIATOR employs the LAWS OF SCIENCE in his attack! You have suffered 14 hits of damage!
> You go to the north
You head for the open door, but hot clouds of steam force you back. You're not going down into that hell-pit without getting scalded.
> You examine the flute
(the strange metal flute)
It appears to be some kind of wind instrument, fashioned out of ornately carved, greenish metal. Seven holes of varying sizes are drilled along the top.
> Go south
The forest grows denser as you go, crowding thickly up to either side of the road. The groping, tangled branches block out what little sunlight there is left. Your footsteps are muffled; whispering leaves and the slow drip of water are the only sounds you can hear. Beyond the watching trees, the shadows are impenetrably thick. The road stretches interminably, north to south.
There's something strangely familiar about the woods here... scenes from last night's dream flicker through your memory, but you are unable to recall the details.
> You examine the crucible
The crucible can easily withstand the heat of the fire.
> You read it
A small piece of flash paper  which contains the following message: "IF THIS MESSAGE RETRIEVED ATTACK PAYLOAD IS FUNCTIONAL. YOUR MK RECORD NOW DISTRIBUTED TO ALL SECURITY ELEMENTS. TO EFFECT ESCAPE AND COMPLETE MISSION, USE PAYLOAD TO DISRUPT ANY BLOCKING HOMELAND SECURITY PERSONNEL. FOR LARGE CROWDS, A MINIMUM OF THREE SEQUENTIAL ATTACKS WILL BE REQUIRED TO DISRUPT ENOUGH OPERATIVES TO PERMIT ESCAPE. DROP SHUTTLE WILL MAKE PICKUP ONCE YOU REACH THE RESERVE BANK SPACESCRAPER SEMIBALLISTIC ROOF PADS. ACCESS TO PADS ONLY AVAILABLE VIA SPECIAL LIFT TUBE IN MAIN ATRIUM LEVEL."
> You look at the east window
The window describes the High Wall of the east. Its bulk impresses even more from a location of altitude itself. The plain maintains itself before the High Wall, cowering beneath its span.
> You turn on fire sprinklers
You turn on the fire sprinklers. You glance out into the basement and see water streaming down. You can only imagine that water is similarly raining down on the rest of the hospital as well. You let it run for 30 seconds before shutting off; there is only a small reserve of emergency water, and you imagine that piped water won't be working to replace it anytime soon. You are certain you have washed away the toxic ammonia and bleach, but you are still worried about the chlorine gas that remains.
> 2
You take a deep breath.
"Doctor Justinian tried to silence me," you say. "He... he's behind it all, somehow. He's using this affliction as a weapon -- a tool to kill people. He wants to change the world."
Horatio stares at you, and his eyes widen. For a moment time stops.
Horatio stares at you, and his eyes widen. For a moment time stops."Primes," he says. "Oh Primes. What are you saying? What did he do to you?"
do to you?""He locked me in a room. He... he talked to me, and it was like... it was like he was a completely different person. He was totally different from the Justinian I knew. But it was -- that was a lie, wasn't it? He had always been that way. I just never realized it."
it."You realize you are shivering again, and you cross your arms, pulling your jacket tighter to try to block out the cold.
pulling your jacket tighter to try to block out the cold.Horatio puts a hand on your shoulder. "I can't believe it," he says softly. "Doctor Justinian..."
Justinian...""I... Horatio, I can't believe it myself. I still keep thinking that -- perhaps it was a dream, a hallucination. But it was real. The cistern he locked me in was real. I had to swim my way out -- I had to cut myself free and wash down the Bilious Canal. And I can't stop thinking about it, Horatio, I just can't..."
can't stop thinking about it, Horatio, I just can't...""I..." Horatio takes your hands. "It's okay, Marid, it's okay. You're here now, aren't you? You're going to be fine."
aren't you? You're going to be fine.""Horatio, I..." You close your eyes. "Horatio, I'm scared. Because Justinian... the Justinian I knew... he always knew what he was doing. Horatio, what if Justinian knows what he's doing? What if he's right?"
knows what he's doing? What if he's right?"Horatio just watches you, stunned, and you can tell he has no idea how to respond. The wind rises and tugs and whips at the two of you. The rain falls.
1) "I can't turn back now..."
2) "Horatio, I need to get to the Channelworks..."
> You ask Mary about the jug
Mary listens attentively, but has little to tell you.
You hear the guests chattering on: "...had this dream about the butcher's late wife, so they called off the wedding...."
> You look around
A small, workmanlike room with a floor of white stones. The principal features of the room are a counter, with a large inset washbasin also made of stone, and a tall wooden cupboard.
You can see a puddle of mead and some glass shards here.
> Go west
You open the apartment door.
This dim passage runs north and south past a row of rooms. You've never been in any of them other than your own. Your apartment is to the east.
Some sort of lizard bauble hangs from a light bulb.
The lizard hisses in a friendly manner.
> You look around
You can go to your right down the hall, behind you to the dark room, or in front of you to the sunny room.
> You take the balloon
Taken.
The hedgehog starts to sing:
Doop de dooooooo,
It's a round life for meeeeee!
We're roly and poly
And hedgyhogoly,
A life in the hedge is for meeeeee!
"Oh oh! Hey! Hey! Can I have that? It looks delicious! I love food. Don't you love food? Oh hog oh hog I love food."
> You ask William about the chess
"I think it's about pressure, on the knight, to force a sacrifice of the pawn. But that does leave open what part the other pieces play."
> You get the wheels
Taken.
> 3
your head. But you definitely don't know what you're dealing with, that's for sure. Pal."
[1] "And toss me that mask too!"
[2] "How about you give me your wallet."
>[Valid responses range from 1-2. Type REPEAT to relist the options.]
> You examine the counter
The snack bar carries the usual variety of foods and beverages, though none of these are in evidence. Apparently, the vendor has locked up for the night. Empty shelves line the wall behind the counter, and presumably there are more shelves beneath the counter. A prominently placed sign advertises boiled peanuts, something you've come to think of as a particularly southern delicacy. Just behind the counter is a closed metal boiler, its metal lid held firmly in place by a strong metal clamp.
> You look at what you're carrying with you
You are carrying:
a leaflet
a rubber glove
a sou'wester (being worn)
a faxed note
a remote control (which is open but empty)
The storm continues to batter unrelenting upon Skebdale.
The owner of the house looks out at you, suspiciously.
> You open the dresser
You open the drawers.
> You go north
Sorry, the rest of the island isn't ready yet. You could try fishing.
> F.
The mainmast is lodged in the deck here, near the middle of the ship. It's somewhat like the ship's belly button. Fore is the capstan, aft are the stairs to the lower deck, and up at the top of the mainmast is the top.
The point of an exotic-looking dagger is lodged in the mast.
The water rises up around your thighs.
The captain darts ahead to take stock of the situation.
> You check what you're carrying
You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): the NECKLACE OF STARLIGHT, a RUBY NEEDLE, a SUIT OF KLENGON MAIL (being worn), a BLACK HOLE METAL AXE (held at the ready), the EYEPATCH OF ODIN, a DELICATELY-OILED CLOTH, a SLAB OF SNOW-SERPENT MEAT, a TWO-HANDED SWORD (currently un-used), an EAR OF CORN, a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF BURLAP ARMOR (currently un-used) and a FLASHLIGHT.
There is a sharp smell of ozone, and a faint electric sizzling in the air.
> Go west
You are in the foyer of a shiny, new mansion. There is no mat on the floor. The outside world is to the east, the house is to the west.
In the northeast corner, a floating arrangement of glowing blue runes indicates the location of access door S3W, which is open.
> You examine the desk
On a rickety desk near you is a yellowing tower computer running an operating system from 10 years ago.
The old computer is currently switched on.
> You open the bottle
It takes a surprisingly strong effort to open the bottle. Finally it opens with a shhhhoop sound. In an instant, the cobalt-blue smoke is drawn into the bottle with a whhhhhhhip; then it closes again with a ffffoomp.
You have a terrible feeling about what you just did. Taboos against time travel notwithstanding, you wish you could undo it.
> Starboard
Node 4: Fore, Starboard
You're in the fore end of Node 4 by the starboard wall. Exercise equipment like the stationary bicycle is stored here, even though no one can use it while many of the Node's science experiments are ongoing. From here the sleeping racks are aft near where Node 4 now ends and the escape pod is to port. The hatch to the station exterior is fore.
> You take all
Lens of Truth: Taken.
filled fountain pen: Taken.
weathered notebook: Taken.
green potion: Taken.
purple potion: Taken.
> Urchin
"That street urchin will probably be an earl or something by the time that the countess is finished," says Dmitri. "You know that she's more than a countess herself? She's got enough titles and styles in different countries and districts and principalities or whatever that she can pick what she wants to be called. It wouldn't be wrong to address her as a baroness, a duchess, even a grand princess,
but she prefers countess. For the word's ring, I suppose."
In order to speak with Dmitri, just mention whatever subject you'd like to hear his opinion about, or you could say farewell.
> You look at the steps
The steps lead upward.
> You go to the south
As you walk away, Honey goes back to reading (if that's the right word) her magazine.
Two rows of small, dilapidated cabins, three on each side, stand to the east and west of this stretch of bare dirt. Several croquet hoops are stuck crookedly into the ground at odd spots.
You're standing between Cabin Four (to the west) and Cabin One (to the east). The croquet court continues south from here, the land sloping gently downward toward the swamp - almost as if the cabins are gently sliding into the swamp or marching, with a ponderous but imperceptible tread, toward it. To the north is a broad stretch of dusty lawn, and beside it to the west a large and rather ramshackle two-story house.
An overgrown and uneven brick walkway leads off to the northwest, around the corner of Cabin Four.
As you pass Cabin Four, you notice that its door is standing ajar.
> You look up William
(in the archives)
William Verlac: born June 22, 1954.
> You look up the mordecai
(in the nameplates)
You can't find that name anywhere; but then again, it may just be too corroded for you to read.
> You examine the cage
They look like something out of a pasha's pleasure garden: ornate in shape and workmanship, but still strong enough to withstand considerable battering, even though the animals inside are stuffed.
> You ask Deborah about the ledger
"The ledger on Uncle Fred's desk? I was the one who marked that up. I'd been wondering how Sheppard Trust was doing, so I took a look in Uncle Fred's books ... well, it does appear that Cedric Crane has been embezzling from the Trust. I suppose I shouldn't be surprised. He's a little too extravagant to be satisfied with an accountant's salary. Anyway, that was a couple of days ago, and I assume that Cedric was invited here today because Uncle Fred wanted to confront him about it face-to-face."
> You hit the patch
You hit this part of the ceiling hard with the palm of your hand, and it goes straight through the crumbling plaster and brickwork to open space beyond. Water and debris rains down on your head; when there is no more, you look up at the newly made hole and see daylight beyond. You make the hole as big as you can, but the rest of the ceiling seems quite sturdy.
> You open the door
It seems to be latched from the other side.
> Drink
What do you want to drink?
> You go northwest
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.
You can see many kids playing here.
> You ask the passenger about the flying
He's too busy babbling to pay any attention to you.
A bright blue flash illuminates the entire west side of the airplane, followed by the noise of a tremendous explosion. The wing is on fire!
For a brief moment, everything is silent as the situation slowly sinks into the minds of the passengers. Then pandemonium breaks out in the cabin as the plane goes into a near-vertical dive.
"It's all your fault, you know."
Your traveling companion turns to face you, and you recoil in horror. The left side of his face is horribly mutilated, the skin torn and burnt. The empty eye socket stares at you accusingly.
"Why did you have to survive? I had a family, a child... they depended on me! You had nothing! You were nothing, and you still are nothing!"
He leans forward, and you can smell the horrid odor of burnt flesh.
"Nothing..."
Crash positions be damned! You struggle at your seat belt, but the mechanism is jammed.
He's moving closer... reaching out... reaching toward you... the stumps of his fingers... twitching... touching you... shaking you...
> Go north
You wander around for a bit. Uh oh... the campus isn't that big, though, is it? I mean, eventually you can hit a road and just go back perpendicular from it.
You're only lost enough to feel a little adventurous. You think. One direction is as good as any other.
> You ask alice about creaky House
"All parts of the creaky house are references to the tiny game Creak, Creak" says Alice. "Parts of it also reference the exceptional story Cricket, Anyone?"
> Swing on the rope
"Aaieeee!" The cry comes uncalled to your lips as you swoop down from the balcony, petticoats flying, on the end of the rope.
Your timing is perfect: you slam into Lafond just as he steps into
his lunge. His rapier stabs wildly, piercing Nicholas's shoulder, missing his heart. You and Lafond roll into a snowball of petticoats and brocade, dropping everything between you.
Nicholas shouts, from far away, "Let me go! Let me deliver Lafond to
a 'better' world."
"A gentleman can't kill an unconscious man!" That is Papa's voice.
"And you're in no shape to continue, Nicholas. Rodney -- help my daughter. I'll take Nick."
Cookie leans over you. "We must get back to the ship, Miss. Dragoons surround the house." Nicholas, injured but still arguing, is already on the veranda, half-forced, half-supported by your father, shadowed by Lucy. Cookie helps you to your feet and rushes after them, expecting you to follow. Lafond lies nearby, apparently unconscious.
The dancers stare amazed at Lafond's limp body, some disbelieving,
some hopeful, all stock still. The pirates have fled to the darkness of the lawn.
Lafond, his wig awry, sprawls across the parquet floor.
You can see breeches, a shirt, a cotton frock, a powder horn, a
large key and a silver tray here.
> Stab golem with knife
(the golem with the knife)
The knife makes no damage at all to the stone man.
> You examine the door
It looks extremely solid, as if particularly designed to keep burglars out, but at least there's a doorbell next to it, as well as a large number 18 on it.
> You get the Masterpieces
That's already open.
Taken.
> You look under the bed
There nothing at all under bed. Not even book.
Gnome ask, "Find anything new?"
> You search the straw
You gingerly poke through the filthy straw, barely able to suppress your disgust. However, your search is not unrewarded: underneath the thickest part of the pile, you discover a tiny gold locket.
> You put the pants on the head
But then Grunk get all sooty too!
(Tweee.)
Tunnel come to little cave here, but wide stream block way east. Grunk not see much on other side. Not know if tunnel keep going or stop here. Only light that Grunk see come from bright room, far off to west. But Grunk hear lots of water.
There stone bench next to stream.
Seeing over there not easy in dark, but Grunk think there little reddish thing on other side of stream.
Pig here too.
> Go down
Extremely spacious. It is its best with a half-dozen servants in livery. The floor is Italian marble, and a small door to the west is concealed by yellow silk hangings.
The main staircase ascends to the corridor on the second floor, and a smaller version leads down into the dim basement. Doors also open north and northeast.
On the wall is one of those mechanical clocks that pop open on the hour, allowing the ingenious internal figures out to play.
Exactly on the hour, the cuckoo clock opens up its door and a mechanical bird flies forward. It sings 3 times, then withdraws into its little door.
> You go to the north
You are standing in a chamber cut from dark obsidian. Somehow, you feel at peace here. Obviously, this is some kind of temple to one of the gods of ancient Ul. Patterned mosaics cover the floor, and the black walls are streaked with swirls of white marble.
A simple, featureless altar made from dark gray granite is built
into the northern wall. Above the altar, some writing has been carved into the black stones. Identical passages run south, east, and west.
There's an old monk here, seated on the altar. He looks like he
hasn't slept or eaten in days, and appears to be very distressed. He glances up as you enter. "Welcome, Valley Warrior."
> You touch the shadow
Which do you mean, the circular shadow, the sofa's shadow, the table's shadow or the woman's shadow?
> You wear the uniform
I certainly wasn't about to put on an enemy uniform. Anyway it was far too large for me and I would have looked quite ridiculous in it.
> Wear helmet
(first taking the golden helmet)
Okay, you're now wearing the golden helmet.
> You throw the hoop at the nest
Disturbing the wasps would be a really, really bad idea.
Beauregard points at where Honey is sunbathing on the lawn. "Quite a little heifer, ain't she? Course, you wouldn't know."
> You search the junk
Some rooting around turns up a velvet Elvis, which you pick up.
> Go west
The interior of Cabin Four is much like Cabin Five, except that it has a big double bed in place of the twin beds. Also, there's no carpet, just a bare linoleum floor, which is peeling up in the corners. The plaster is water-stained, the wallpaper suffering from minor rips and tears. A gaudy, poorly executed painting of a Southern belle in a hoop skirt fails to add cheer to the room. Tattered curtains hang across the window, which is to the left of the door.
The dresser stands against the west wall, near the door of the bathroom. There's a walk-in closet on the south side of the room, and the door of the cabin is to the east.
Lying on the floor beside the bed is a leather valise.
> You examine cabinet
Merely a plain wooden cabinet.
> You close valise
As you close the valise, its latch mechanism snaps firmly.
> You turn the alarm off
The alarm clock senses the electrical activity in your brain and turns itself on and off as needed.
TEMPORAL TRANSGRESSOR -> RESET : NIL