Borgupine/floyd huggingface dataset:
> You go to the north
The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.
Two boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.
Lydia is sitting in the rowboat.
"There must be a way to open the door so the boats can go in and out," Lydia says. "Can you figure it out?"
> You look at new World through the lens
Closer inspection shows a mad variety there: native people standing under the trees, as naked and innocent as Adam and Eve; an abundance of unfamiliar fruits and crops growing, half-tended, in the shadow of the primeval trees; precious minerals and clusters of gems lying on the surface of the ground, ready for the taking.
> You turn on the microwave
The microwave hums briefly, and the toy vanishes in a plume of greasy smoke. You can almost hear the microwave chuckle evilly.
> You show the pink card to the scientist
Someone, someone must have made this creature on purpose to attract humans. It is what makes sense. Perhaps because they knew that it would be that much harder to refuse help to a colonist who looked like this... Ignoring your less respectable urges, you hand the pink card over to her.
She holds up a finger as though to say: wait. And reaching into her cleavage, she removes a tiny man, whom she sets down on the desk. It looks alive, after a fashion. You have heard of these things, little living models with almost no intelligence -- but you'd never seen one before.
She gets out some small ration bars and feeds them to the tiny man, who eats ravenously, making faces. "See?" her expression seems to say. "It is just like one of you people."
But of course it isn't: it is like a human who has been a bit modified. He floats a bit over the table, for all that he looks like a little person.
> You eat the angel food
Opening a door's unnecessary when you can eat it, especially a door as light and spongy as this one. Angel's-food cake floats upon your tongue. Each swallow is as effortless as inhaling fresh air. In no time you've devoured the entire slice.
> You go northeast
The double doors are large enough to drive a horse and carriage into, but one of them is missing, leaving an entryway to the north. Or you can return to the front of the Manor to the southwest.
> You stand
You drop lightly to the ground, flexing your fingers.
> You show the root to Cauchy
(first taking the square root)
(putting the correspondence into the set to make room)
Cauchy looks carefully at you for a while, as if reading your thoughts. Finally, he gives a satisfied nod.
Then Cauchy takes the square root and looks at it carefully. Then he closes his eyes and rubs his hands over it. The square root begins to glow. After a while Cauchy opens his eyes again, and the square root stops glowing. "There," he says, handing the square root back to you. "I've improved your square root. It should be able to extract complex numbers now.
"Thank you, once again, on behalf of mathematics," Cauchy says. "The discipline will be stronger if Weierstrass can put calculus on a more solid foundation." He stands up and finishes the last of his wine, placing the glass on the bar before walking out of the pub. The bartender appears out of nowhere once more and whisks the empty glass away before disappearing again.
> You pull the lever
With some effort you pull the lever back. It clicks several times and locks into position. The strobe light above the steel door starts blinking and the steel door itself slides open with a painful sound.
"Your problem," says the dark figure, "is that you can't take things in stride."
The pacing gentleman stops.
"How can certain death be taken in stride?"
The calm gentleman's smile disappears. "There are ways," he says, in a voice like a world without wholesome bread.
The nervous man, jittery as crickets, turns pale.
"Lets review what we know; there is a power source available, he should have a few clues as to how to operate the machine by now so the only question is whether he can adjust the portal settings properly."
"You don't think you left too much do you?" says the nervous figure. "What do you mean?"
"I mean..........," says the nervous man, wondering how he can say this diplomatically. "Did you, maybe, leave some clue as to how he might close the portal and........," he searches frantically for the right words, "free the prisoners?"
"Quiet you fool!" says the other. There's fear in his dangerous tone and this abruptly ends the conversation.
This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.
A waste basket is here.
> You go northwest
The tunnel is ankle-deep in brackish water, though raised walkways on either side provide relatively dry footing. The walls are slick, the air damp and foul. The main tunnel runs north and southeast. Numerous smaller pipelines lead in all directions, but all are too small for you to crawl through. Iron rungs embedded in the wall lead up through an access shaft, back to the surface.
Ouch! You drop the match as it burns down to your fingers.
> Go east
This section of the landing was much narrower than the part further north, being no more than a passage between the rooms on either side. The landing ended at a narrow curtained window immediately to the south and continued past the banister to the north, while white panelled doors led off to east and west.
A revolver was lying on the ground, near the top of the stairs.
Obvious exits: North, East, West
> You talk to Constantin
"Get out, father," he growls, "I want to sleep."
> You go to the west
You find a shelf in the closet.
A very sharp knife is lying there, blade upwards. ( on the shelf )
> You throw pants at the PIG
Pig squeal loud! It jump out of way of pants just in time. Then it give Grunk dirty look.
> You say no
Joe raises his eyebrows. "HuhWhat?"
Joe sits on the couch with Paridy.
"Hey, man, have a seat," Joe says. He motions beside him, on the far side from Paridy. If you sit there, he's between you and her.
But, you could sit in the big chair, which is kitty-corner to the couch, and you'd be sitting almost next to Paridy.
(You could sit on the couch (next to Joe), sit on the big chair (next to Paridy), or ask him about the fire.)
> You ask him about the boathouse
"I hope I git up to see New York sometime," Beauregard says irrelevantly.
Beauregard lazily waves away a curious wasp.
> You wear it
You really oughta take off the glad rags before putting anything else on.
> You take the paperclip
You fish a striped green paper clip out of the tangle.
> You ask Tyrone about the key
Tyrone's eyes crinkle up in a hint of a smile. "They's a nice little motor boat in that shed. Mr. Beauregard, it's his pride and joy. That's why he keeps it locked up pretty tight. Always got the key right there in his baggy old pants pocket, an' he mostly don't loan the boat to nobody for no reason."
> You cut the trees
What do you want to cut the trees with?
> Grape
Ok.
> You go north
It's a boring old farm. No humans seem to be around. The highway to Chipawgo is to the south.
You can see a barn (in which is a horse) and cows here.
> You go to the west
(first opening the House door)
This front path is paved with cracked flagstones. Primrose Lane is to the west, a three-family building is to the east, and the building's side yard is to the northeast.
The Reserve Bank Spacescraper is visible in the distance, rising over the low skyline.
You can go northeast to Side Yard, east through the House door to Front Lobby, and west to South Primrose Lane from here.
There is a Public Surveillance Notice here.
The automatic door slides closed.
> Go up
(first removing the straps)
You get off the bench.
Duggers shifts his weight forward, ready to spring into action.
Chub says, "Five, four, three..."
> You shoot mushroom
Charlene's singing now. She's found her sweetest rhythm, and you follow along with it. You hear the thunder, the singsong chirping, the freight train whistle doing its doppler effect, doubled, tripled. All the bugs are back. More than ever. You and Charlene are ready. You clear your sightlines, blowing away dozens of mushrooms.
A tick whizzes by you to your left, just missing you. You hear it hiss its hatred.
> You take the water
(the bucket)
You already have that.
> Arr
FC: Full report from IRIS
IRIS: Internal map reference -- Transit Monitors
I am in the Transit Monitors.
All around I can see monitors which show the status of the Transit Systems on the surface of the planet. The monitors describe the following situation:
FLOATERS AIRBORNE: 125000
TAXIS IN USE: 65000
GLIDE RAMP SPEEDS: 30 mph
FLOATER CRASH RATE: 00
TAXI ACCIDENT RATE: 00
GLIDE RAMP CASUALTIES: 00
Through the monitors I can see Waldo, Sensa, Auda, Poet and Whiz in the Transit Control Area.
IRIS: I am holding nothing in my dainty extensions.
FC: Full report from WALDO
WALDO: Internal map reference -- Transit Control Area
I am in a tiny room. Sonar can detect three bumps on a panel before me. In the room with me are Sensa, Auda, Poet and Whiz.
WALDO: I am grasping...
A rough device
A usable extension (being worn)
A sixteen-inch cable
A hollow container
The hollow container contains...
A pebbled object
A wavy object
A bumpy object
A smooth object
FC: Full report from SENSA
SENSA: Internal map reference -- Transit Control Area
I am in a room which has three switching devices. These devices connect directly to the surface.
In the room with me are Waldo, Auda, Poet and Whiz.
Waldo is carrying a scanning device, a micro extension, a sixteen-inch cable, and a small container.
SENSA: I cannot sense a thing in my grasping extensions.
FC: Full report from AUDA
AUDA: Internal map reference -- Transit Control Area
I am in the Transit Control Area.
In the room with me are Waldo, Sensa, Poet and Whiz.
Waldo is carrying a tinging object.
AUDA: I can't hear a thing in my extension.
Auditory circuits inactive.
FC: Full report from POET
POET: Internal map reference -- Transit Control Area
Hacks and Hackies, drivers all.
Control the flow and nothing falls
Except for those up in the air
But all in all, what's best is fair.
They roam around in tough young gangs
and corner those with metal fangs
They zip along and throw you free
Like Broncos on the wild prairie.
In the room with me are Waldo, Sensa, Auda and Whiz.
Waldo is carrying a brain uno, a grasper, a sixteen-inch cable, and a basket of goodies for Grandma.
POET: As far as I know, I'm Zen on inventory.
POET: Sensory pads detect no abnormal flow.
FC: Full report from WHIZ
WHIZ: Internal map reference -- Transit Control Area
CLC indicates there are switching devices for all surface transportation in this room.
In the room with me are Waldo, Sensa, Auda and Poet.
Waldo is carrying a CX1 chip, a MH1, a sixteen-inch cable, and a BA1. WHIZ: CLC feedback indicates I carry nothing.
Unable to process queries at this time.
> Look around
You remember stories your grandfather would tell you about Dalton Harbor back in his day - the shrimp industry supported the town and boats could be seen leaving early in the morning with seagulls circling closely overhead as their nets were drawn up. Now, however, one would uses the term harbor loosely when viewing this small dock. Today's harbor is nothing more than a couple of rotted wooden poles being used to tie old shrimp boats against. The shrimp boats hardly look seaworthy with their hulls scraped and their nets faded and tattered. A small A-shaped sign offers tourist bargains.
> You look at the insignia
The insignia reads "UR-SECUR".
> You check your inventory
a key pocket (open but empty)
a book pocket (open)
a postcard of Big Ben
the diary of Phyllis Cragne
The Modern Girl's Divination Handbook -- Volume Three
a side pocket (open but empty)
a trash pocket (open but empty)
a backpack features guide
a book list
a library card
Peter's jacket
a faint chill (haunting you)
a cast iron spire
a waterproof flashlight
a giant milkweed leaf (being worn as a mask)
a pull-string doll
a glass jar containing an insect
a half-full styrofoam coffee cup
a familiar gold wristwatch
a brass winding key
You are carrying:
a fungal powder
a moldy, waterlogged journal
a small, rectangular battery
an antique locket (being worn and closed)
The Dollmaker's Journal
a repaired page
a trolley schedule
a trolley pass (being worn)
Twin Hearts Between the Planes
a pamphlet of home listings
a Jansport backpack (being worn and open)
a hidden pocket (open but empty)
a key pocket (open but empty)
a book pocket (open)
a postcard of Big Ben
the diary of Phyllis Cragne
The Modern Girl's Divination Handbook -- Volume Three
a side pocket (open but empty)
a trash pocket (open but empty)
a backpack features guide
a book list
a library card
Peter's jacket
a faint chill (haunting you)
a cast iron spire
a waterproof flashlight
a giant milkweed leaf (being worn as a mask)
a pull-string doll
a glass jar containing an insect
a half-full styrofoam coffee cup
a familiar gold wristwatch
a brass winding key
> You sit
Feeling the need to gather your wits (such as they are) about you, you sit back down for a moment to collect your thoughts. After mulling over your situation and coming up with a blank, you get back up. The seat bottom again retracts.
> You close the door
You close the white door.
> Go upwards
The sea stretches out in all directions. There is no land in sight.
You can worry about that later, though. Fore is the mainmast, aft is the captain's quarters, upstairs is the quarterdeck, and downstairs is the lower deck.
A silk handkerchief hangs from the aft bulkhead.
The captain darts ahead to take stock of the situation.
> Assail SPIRIT
By Huron's all-conquering bowels, your BLACK HOLE METAL AXE lands home! You scored 12 points of damage!
The SPECTERAL SPIRIT wails and moans and locks its eyes to yours, silently begging to be released from its eternal torment!
> You look at Semenov
Comrade Semenov is a diligent worker, his life devoted to science. He is currently fiddling intently with the circuit board of his latest creation, his eyes hidden behind his impenetrably thick glasses.
> You open the drawer
She opens the drawer, revealing an iphone box.
The guards will be here soon.
> Examine fly
Reflecting luminous colors, it is dead and rather large, about the size of a cracker.
You hear a muffled "ccrroOOAAAaakk" off to the east.
> You untie the rope
You untie the rope and take it with you.
> You go upward
Dark clouds above are dissipating, the remnants of a terrible storm. The ocean gusts are overwhelming with both their strength and their overabundance of emotion.
The pilot house is to the north, and a set of stairs leads down.
> Go inside
You descend...
Pharynx
A tunnel splitting, twisting darkly. Fleshy folds press inward, tight bundles of muscle and cartilage frozen in black ivy.
The esophagus is blocked by the epiglottis. You can only descend through the larynx.
> Go west
You'll have to open the elevator first.
> You examine the mountain
You can't accurately judge the mountain's size with that monster draped over it. The proportions involved seem too fantastic.
> Go southwest
The air is cool here, protected by deep walls of stone. Heavy beams overhead support the weight of the upper floors. A thick dust overlays everything.
An open russet door leads northeast.
The wine-cellar door -- sturdy wood in yellowish brass panels -- stands open to the west.
A closed red door leads east.
An open grey-blue door leads south.
A heavy red door, wreathed in chains and locks, leads north into the vault, where the best wines were kept during your youth.
> You open the door
Which one, the blue door or the kitchen door?
> You look at moat
Around the castle wraps the moat. Its trench would trap whatever infidels tried to invade. You should have seen them in the past, backsliding with splashes, sinking under their armor's weight. Those days are done. Those wars are won. None who value living would assault the castle now.
> You go south
You duck through the flap in the front door...
Here the Provider divines food from the cupboard's magic containers, and prepares it on the ledge above you like only a Provider can. It seems that all roads lead to your food bowl: there's an alcove to the west, a small flap northward, a lumpy mountain to the east, and a pile of blankets southward.
You can see a yellow feather here.
Hearing the flap close behind you, the Provider rises from his newly lit fire, and angrily approaches. You wonder if you've finally driven him insane. As you turn to retreat, both you and your Provider are startled by what emerges through the flap.
First, a creature's swollen head pushes through, then its matted, bloodied body. Its eyes burn with hatred as it drags a lame leg through the opening. Thorns and stingers are knotted in its fur, embedded and broken off in numerous sores.
The Provider shoos the hideous creature toward the flap, but it only growls with increasing resolve. The Provider lunges for the creature, then pauses dreamily as if staring at something distant. He gasps, clutches his breast, and collapses on the floor.
The creature sniffs your fallen Provider, then closes in on you.
> Go east
The master bedroom is a picture-postcard of rustic New England charm. Faded sketches of rural landscapes adorn the walls; a beautifully carved dressing mirror stands in one corner; an old-fashioned accordion radiator gurgles quietly beneath the window. The most striking feature, an enormous, antique, four-poster bed, must be the largest piece of furniture in the house. Doorways lead west and south.
Michael is curled up in bed, sound asleep.
> You eat the log
That's plainly inedible.
> Go northwest
The pantry is empty save for a layer of dust on the shelves. A door to the south leads down to the cellar, or you can return to the kitchen to the southeast.
The cellar door stands open, revealing dark stairs leading down.
> Go south
The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.
> F.
You swipe at the rat, drawing blood. It charges at you and bites into your leg. Ouch!
(You lose 5 hit points.)
> 2
["Those darn aeons are so full of calories!"]
"No, it's a metaphor--ah--never mind."
1) "Gee, this is fun! Give me something else."
> You go south
The East end of the Lobby opens to the foyer. You see the courtesy area to the North and a doorway to the South.
The door to the South is locked
> Yes
cheapglulxe quit with exit status: 0
The Prince sits awkwardly on the couch, holding his glass slipper and trying to keep it from crushing. Lucinda and Theodora have the ends of the same couch, and they are taking turns seeing who can bend lowest and show off the most cleavage; while the old lady, in her wing chair, carries on about nonsense. For instance:
"Do tell me about your father's health," she says, leaning toward the Prince. "Is he still ailing? Has the Spanish doctor been able to do anything for him?"
The Prince looks uncomfortable: this line of reason leads directly to the problem of heirs. "I believe so, madam," he replies, with a bit of constraint.
> Swim
You and the professor once traveled in search of the Ukrainian Falcon, a golden bird encrusted from beak to claw with the rarest jewels. The professor learned that it had been left behind in the exclusion zone around the Chernobyl nuclear reactor. You journeyed up the Pripyat River, but you had to turn around when your boat was attacked by a school of giant, phosphorescent catfish.
Since then, you've avoided recreational swimming.
> You put the modem in the chute
The modem drops into the laundry chute, but appears to get stuck maybe half-way down. You have a feeling you will never see it again.
> Go southeast
This narrow aperture between two buildings is nearly blocked with piles of rotting cardboard boxes and overstuffed garbage cans. Ugly, half-crumbling brick walls to either side totter oppressively over you. The alley ends here at a tall, wooden fence.
High up on the wall of the northern building there is a narrow, transom-style window. One of the garbage cans has been pushed up against the wall directly underneath it.
> You look at the staircase
According to dad this is the old original staircase of the house, made of oak. The stairs are thick and they are so worn their corners are
all round.
The radio plays some Jazz in the living room.
> You ask the mother about the shoes
Your mother seems preoccupied with her chores.
> Down
You are standing in a small recess. This small space feels old and inhospitable.
A bluish metal door leadseastwards into the cliffs. It's engraved with weird symbols.
There is a trapdoor in the ceiling.
> You throw Spear at Beast
A hit! A very palpable hit!
Spear impales Beast deeply. Beast gives a low cry, looks at you with
its mournful brown eyes, and keels over, dead.
> You give the bracelet to Talbot
"Don't try an' trick me with that cheap trash!" Talbot says.
> Go south
You are standing in front of Nikolai's Bar and Grill on 19th Street.
A green awning shades the smudged window into Nikolai's dining room. The front entrance is north of you.
The east/west sidewalk here is cracked and uneven, pocked by clumps of crabgrass. A storm gutter is built into the curb, littered with broken bottles. Across the street a neon sign flickers erratically.
A few cars are parked nearby (including yours), but otherwise you see no evidence that anyone visits this neighborhood past daybreak.
An aluminum placard is fixed to the front door.
> You go to the west
You walk widdershins around the tree trunk, stopping when you encounter the next branch growing out from its bark.
The fertile brown bark of the tree stretches in all directions: up into the blue sky, down to the exotic green jungle, and curving around on itself both sunwise and widdershins.
This thick branch is dotted with dozens of coiled grey shells - most of them broken or shattered to some degree.
Obvious exits: Up, Out, Sunwise, Widdershins
> You go north
You peer around the curve from the shadow to consider your approach, but the guard in front of the mansion turns to look in your direction almost the instant you look out, and you're forced to withdraw to avoid detection.
> Again
Joe breaks into a shockingly beautiful smile. "I don't know... I just feel so good for some reason, and just here while I'm talking to you, I can't get her out of my mind."
(You could tell him about Paridy, or ask him about a job, Joe himself, or bring up something else.)
> You look at the pigeon
Sherman is holding the pigeon.
> You look at the hallway door
The hallway door to your north leads to the briefing room, which is where you're supposed to be going. It stands invitingly open.
> Brain quart
(brain tres) Taken.
(brain quart) Taken.
> You examine the cavity
The interior of the box is so small that a person your size could barely fit into it - maybe - by curling up in a ball. A grown-up would never be able to. The dust and cobwebs are thick, but fortunately there don't seem to be any spiders.
> You examine the uniform
The uniform belonging to a female Captain in the United States Armed Forces. A feeling of dread descends over you as you realise that, at some point today, you're probably going to have to wear it.