Borgupine/floyd huggingface dataset:
> You go west
The walls in this area are unfaced stone, without the plastering, scrollwork, and wallpaper of the main building. To the west is the family's private chapel, for their devotions when they did not feel like attending the parish church.
A staircase of worn stone steps leads up to the area above the chapel.
The door to the foyer is back to the east.
> Go west
A balcony to your east overlooks the garden at the center of Boelter Hall. Palm trees planted there reach for the sky but are dwarfed by the brick structure that surrounds them on all sides. Stairs lead up here, and an open double door to your west bears a sign saying "CSUA - We Make the Digital Future Happen". Another doorway lies to the north.
> Go north
Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. Amazingly, the guards believe your story though they do look a bit suspicious as they deposit you back at the station and go back to their various posts.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
> Show jacket to lydia
(first putting the old shovel in the burlap sack to make room, then taking the sequined jacket from the burlap sack)
The ghost seems not to have noticed. Its agitated flight about the meadow continues unabated.
> You wait awhile
Time passes...
Teeterwaller nervously watches the road through the bushes.
The trucks that are still intact start moving into the plant, one by one, as the bulldozers clear a path through the wreckage.
> You examine Cage
(the faraday cage)
The faraday cage is about seven feet tall and perhaps four feet wide. Its door has a crescent-shaped window in it that enables you to somewhat see inside it, even when the door is closed. It's wrapped (as best as possible while still allowing the door, which is now open, to work) with tightly-wound copper wire. A row of three lights is arranged across the top above the door: a green bulb (currently lit), a yellow bulb (currently unlit), and a red bulb (currently unlit). On the bottom there is a receptacle for cables (it has an overlay engine system cable and a dimensional stabilizer system cable connected now). There is also a power cord dangling from the back of it that is plugged into the outlet.
A line of salt on the floor encircles the faraday cage.
Through the open door of the faraday cage you can feel as much as see another reality. Now it looks like the interior of a sparsely-furnished log cabin with the translucent outlines of the inner walls of the faraday cage where there ought to be solid normal walls.
> Xyzzy
Can you say that here? I thought that was copyrighted or something...?
> You continue
You set the sample case on the steps next to you, take the business card and sales brochure in hand, square your shoulders, take a deep breath, and rap your knuckles firmly on the door. The thudding of your heart sounds louder than the footsteps thudding down the hall. The door swings open. Dark eyes glare at you.
"Good afternoon sir! My name is Splatz, Dwayne R. Splatz. But please call me Dwayne, everybody else does. Ha ha." You hand the butler your card. His scowl darkens.
"I'm here today representing Plasti-Side Inc.'s complete line of vinyl siding products." You make a show of looking around. "You have a pretty nice place here, and I'm sure you'd like to keep it that way. And believe me, there's nothing like vinyl siding for keeping a home looking great!"
The butler's scowl becomes thunderous. You see his thick fingers clutch into mallet-sized fists. You suppress a sudden overwhelming urge to see Paris one more time before you die, starting right now with a really quick trip down the steps. You hand the butler your sales brochure.
"As you can see by these photographs, our products can make a dramatic difference in the appearance of almost any structure. And unlike our competitors who make their siding from old LP records, we use only the finest virgin vinyl in their manufacture. In fact I happen to have several nice samples here with me. Let me just show you..."
You bend over to reach for your sample case. You don't even see the massive fist hurtling toward your head.
The blackness slowly diminishes...
The first thing you become aware of is something cold and hard pressing against your face. It takes you a moment to figure out it's the floor. You open your eyes, and discover that you've been dumped in the corner of a large stone chamber.
You struggle to your feet.
The chamber is large an oppressive. Tall stone columns support heavy overhead beams. Flickering torches make shadows on the wall. It feels like you're deep underground, but you could just as easily be in a windowless tower.
It's not hard to figure out the chamber's purpose. In fact you're rather surprised not to see manacled skeletons hanging from the walls and an iron maiden in the corner. There is a torture rack however, or at least the modern high-tech equivalent of one. It's sitting against the far wall. The only visible exit is the open doorway next to it.
The butler is standing next to the torture rack with his back to you. It looks like he's busy preparing it for use.
WARNING! You have recently performed an action (entering the mansion unprepared) that will prevent you from winning the game. To correct this you may type UNDO (multiple times if necessary) or RESTORE to a previously saved game.
(If you would prefer not to be alerted when the game becomes unwinnable in the future, or to SAVE a game that's in an unwinnable state, type ALERTS OFF.)
> You tell the bathroom about the guard
"Go away, I'm sulking!" Amazing, a talking door.
> You go south
The tunnel is a river of undulating slime, and there are few places where it's safe to set foot. The way out is north.
Someone has written something on the walls.
> You go to the west
yet)
You're in the center of the south edge of the little boggle-box. You
can see a mural on the south wall.
> You look at Dad
Dad is much taller than you -- maybe even six feet tall -- with dark brown hair, blue eyes, and a slightly lopsided smile. He's wearing bright rainbow-colored swim trunks and is crouching in the water a few steps into the deep end of the pool.
> Ahead
You creep up the passage, as stealthily as you can. It must be retreating ahead, for you see only empty stone, though the smell grows harsher...
And the eyes of the beast are on you, and claws come out of the night.
> Go south
The white corridor runs east to west here, with a branch leading off
to the north, and a closed metal door to the south. You can see that the east hall reaches a dead end a short distance away.
> Go east
Dozens of openings line the hall, each leading to a separate cell, except for the west, which leads to the cloister. Although there are no doors, the entrances are positioned as such to afford as much privacy as possible. Brother Matteo's chamber is to the south, Ignatius's to the north, Drogo's newly appointed cell is to the northeast, Constantin's is to the southeast, and Lucca's to the southwest.
A scraping sound comes from Constantin's cell, forming an eerie melody with the sobs from Matteo's.
> 1
"I hate to ask you to come over twice in less than a week," you say, "but are you free to look after Wendy on Thursday? If not, please, just say the word and we can find someone else. I don't want to keep you from hanging out with kids your own age."
"Sure, no problem," Alley says. "I don't mind, really. I like spending time with Wendy. Most of my friends are either significantly younger or significantly older than me anyhow."
You enter the Montgomery Boulevard intersection...
...and are blindsided by a car screaming down the road with its lights off at a hundred kilometers an hour, maybe more. The impact caves in the passenger-side door and sends the car spinning wildly, the air thick with smoke and the acrid smell of burnt rubber, Alley's blood hot against your face, and as you black out, you catch a glimpse of the light, and it was green, it was green, it was green...
[ -> ]
[ -> ]
On the other side of the pass, you find yourself flying over a vast forest that stretches as far as you can see. The mere sight of it is enough to make your wings ache -- there's no way you can fly that far under your own power. Besides, the idea of strolling through a shady forest seems awfully appealing right about now. You touch down and wander through the woods.
After a few minutes, you reach a small clearing, and pause to take a look around. Something is wrong. In fact, everything is just slightly off. The leaves of the trees don't sway enough in the breeze; the subtle sounds of the forest are conspicuously absent; everything smells sterile and dead. But you can't quite put your finger on why this is.
> You sit
(on the spare armchair)
I sit on the spare armchair.
> You wear Hat
But the wizard's hat is much too small!
A fanfare of trumpets breaks the silence, and the crowd falls to its knees.
"Good luck to you, brave Adventurer!" cries King Anatinus, bowing deeply. "Now blow into the silver whistle one more time, and deliver us from the horror of the Evil One."
The platypuses look at you expectantly.
> You read the book
You must say what page to read, like "read page 1" or "read 1"
> Go north
Despite being small and cluttered with bits and pieces of electronics, this one room flat gives the impression of being quite clean and hygienic; no dust or dirt lurk in its bright corners. The east wall holds a mirror, and is neatly lined with evenly spaced picture frames. A large table, clearly a workshop space, takes up the west wall
beneath an arched window.
A shadow stretches lazily from the window across the floor.
The flat's single exit lies to the south.
Triage obediently appears.
> Go northwest
And here, the rotten brick floor has partially collapsed--there appears to be a level below the crypt. You could probably climb down to it if you really wanted to...
Or, if you skirt the hole, the hallway continues to the north. The hallway also runs southeast.
A woman in a rust-red jumpsuit is leaning against the shabby, filthy wall, just across the hole. Her shoulders are right in a mass of cobwebs--she must not care.
> About yourself
Adrienne the laze-about, sometime laborer, and, until a few days ago, the full-time drunkard. Hopefully your epitaph will mention Thorn's Companions instead.
> Examine form
This is a form numbered "209F". It is filled out, but not signed.
> You go northwest
In this large but low-ceilinged chamber, the stalagmites and stalactites have merged, making a strange, natural temple of pillars. Passages lead north, southeast, and southwest.
> You go west
You can't do anything. You are paralyzed with pain.
The pain subsides. You get up.
> You look at Nelson through the telescope
You can see a ruby in Nelson's blind eye.
> Go upwards
You can't go that way.
The creaking of the door increases with the pounding of your heart. The dam is weakening, and you are trapped!
> You examine the fridge
The refrigerator (in this part of the country they probably still call it an icebox) is fairly ordinary-looking. There's no ice dispenser or anything.
> You go east
Draounheer. Across the sparkling blue waters, you can see the snow-covered caps of the Beeg'ashell Mountains, deep in the heart of evil Unnkulia. But here, on this side of the lake, you could truly find peace. Gentle waves lap at the shore, and reeds bend gracefully in the brisk fall breezes. To the east, a path leads back into the forest. North of here, the land slopes up sharply, and the path continues. You could also go southwest, along the shore of the lake - further along, the grassy lakeshore turns into a sandy beach.
You see a rowboat here.
> You examine the lever
The lever may be set to any of four positions, 0 through 3. At the moment it stands at 0.
> You examine the emilia's shoes
One of many pairs no doubt; these are functional - flat soled, soft white leather. The only decoration are slight frills to the seams, totally pointless, virtually invisible.
> Swing early to the the opposite field
You offer at the pitch, but it's got late movement. You get a piece of it, fouling it off. O'Day pumps his fist to indicate a strike.
The crowd roars, trying to get you a hit through sheer force of will.
> You turn dial
You go to mess with the contraption, but then stop yourself. Who knows what could happen?
> 2
You attempt your best look of wide-eyed innocence. It's actually kind of hard through glasses as thick as yours. "I am shocked -- shocked -- that you would make such an insinuation."
Bian lifts an eyebrow and smirks. "Insinuation? You wound me. That was a direct statement."
You bow deeply in reply. "As you wish."
> You suck the hose
You've never tried to siphon gas from a tank before, but there's a first time for everything. You suck vigorously on the hose and then pull your mouth out of the way. No gas flows forth. You try again, and this time almost get a mouthful of gas. A little splashes on your sneakers before you can stick the hose out over the side of the boat.
Gas gurgles out for almost a minute before it stops. With any luck, the tank is now empty, or almost.
Lydia gnaws on a fingernail.
> You wear the pin
(first taking the jeweled pin)
(putting the pair of shoes into the sack to make room)
You slip the jewelled pin on. You close the jeweled pin.
> You show the wrapper to Evan
"Ah, how interesting," says Evan. "The wrapper for a box of Dee's chocolates. Serial number 4888602, had a very specific combination of shapes and fillings. Hmmm...let's see if I remember... hexagonal dark chocolates were filled with peanuts, hexagonal light chocolates were filled with mint, triangular light chocolates were filled with pecans, triangular dark chocolates were filled with cherry liqueur, shell-shaped light chocolates were filled with marshmallow, shell-shaped dark chocolates were filled with caramel, round light chocolates were filled with fudge, round dark chocolates were filled with coconut, square light chocolates were filled with almonds, and square dark chocolates were filled with marzipan."
Evan makes a few remarks about the possibility of steam saving the world.
You hear a sharp BUMP! followed by a plaintive, "Who pud this wall here *hic*."
> Screen
The front door is standing open, but the screen door, in which there are only five or six small holes, is pretending to be at work keeping bugs out of the house. It's open.
> You look around
You can make out little. Some light streams in down the stairs, but it is not enough. The floor is covered in something lumpy and deep.
Ignatius lies upon the floor, bleeding through a gash in his forehead.
> You look at the controls
The dashboard of the power boat looks about as easy to operate as the bridge of the Starship Enterprise. There are more dials and knobs than you can count.
> You go south
You approach to get a better look and --She's there.
You approach to get a better look and --She's there.The
assassin is there. She stalks the collapsed corridor, humming tunelessly, playing with the edge of her sword. She doesn't seem to have noticed you.
have noticed you.You step back for now. If you get her attention, you'd best have a plan to survive it.
> You examine the hole
(the square hole)
You can't quite see what's up there, but you assume it must lead to the belfry.
> You wait awhile
Time passes.
The mirror continues to chew at Ian, drawing him into its surface with razor-sharp shard-teeth.
Too late, you realize that your system is not strong enough to withstand the powerful injection. Your vision goes completely white and you collapse heavily to the floor, feeling your heart seize up as your senses fade.
Press any key to continue.
But your mind - does not fade. In the moment of death, you are drawn forward to where your body convulses in a white bed. You see Dr. Ephart's white and worried face as she drops your hand and steps away, hear Dr. Ensfield's cry for someone to use the paddles, Best coming forward with the paddles in her hands.
The paddles flare across your chest. Electricity. Your heart tries to start - and fails. Your synapses spark and jitter.
Your mind does not fade. But as electricity snaps through you, your awareness is torn backward across the planes of reality, a psychic rope ripped painfully down through twenty years of history.
You see Best retreating with the paddles in her hands, hear Dr. Ensfield's indecipherable cry, see Dr. Ephart's white and worried face as she steps toward you and takes your wrist.
Press any key to continue.
> You examine the twigs
The twigs are arranged in the shape of the letter P.
> You examine the cup
The swirls in your cup form a maple leaf. Botanical images mean that while there is much left to accomplish in the present situation, your immediate environment sustains you, and you have everything that you need.
> You go west
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 locker
You open your locker, revealing a shrine and an altar.
> Go south
High cliffs hem in this cove on every side except the west, which is open to the sea. To south and east the cliffs are too steep to climb, but the slope up to the north cliff looks gentler. There’s also a narrow cave entrance to the southeast.
A mass of slimy green seaweed lies on the shore.
> Sing
Your singing is abominable.
It is dark.
> Twist timer
You'd rather not listen to it making a horrible racket.
The radio plays some Jazz in the living room.
> You get the rod
The pick comes free with a faint magnetic snap.
> Down
You burst down through a small patch of cloud.
The air is a bit thin up here.
The jellyfish of light bobs upward. It now lies far below you.
The coral of darkness sinks lower in the air. It now lies to the north, far to the west, and slightly above you.
> Search desk
There is nothing on the desk.
The human outline bends over the desk, then regards you again. A sense of wordless sound moves across you.
> You talk to the singer
He smiles as you approach, and you smell sulfur.
"Have you come to the creaky house, then? Welcome. You'll find that here, in my little creaky house, your movements are more than mere steps: they are words in a language written by the feet: a "creak" here, a "rattle" there.
"This is the language spoken by the cool wind. If your feet can make a song like mine, the wind will reward you, and something good will happen. Or bad, depending on who you ask. But enough of that. I'll sing the song now," he adds.
The creaky singer begins performing. He starts his song from the very beginning. "Creak, creak, goes the beast," he sings, moving himself in curious patterns.
> You read Recipe
Andouillettes Recipe: andouillettes, olive oil, dry white wine,
single yellow onion, sea-salt.
> Mysterious
The word is RAMP.
Your brain is wreathed in eldritch fire! The letters of the spell burn themselves into your pons medulla, which you probably needed for other things. Oh well!
> You look
GUE Tech, Old Quendor
Moments earlier, you find yourself falling backward through a strangely familiar college campus. A vague premonition tugs at your mind about some great deed left undone - or was it a memory? As you watch, buildings dismantle and shed moss, spells implode on their casters, and stars spin down across the oscillating sky.
A woman in a senior Enchanter's robe steps away from you, gathers a cloud of green lightning with a wave of her hands, and runs into the distance saying "Nialpxe ot emit on. Tfel evah I cigam ylno eht si siht. Poolemit siht fo tuo su kearb nac ohw tfel eno ylno eht er'uoy diarfa m'I tub, siht otni uoy gard ot yrros. Krelc troppus wen eht eb tsum uoy, Ratsileh m'I..."
With a wrench, the universe turns itself inside out...
> You go to jellyfish
You lazily swim eastup through the air.
You feel a mild breeze.
The air weighs on your shell a bit more than usual.
The jellyfish of light bobs upward. It now lies far to the east and slightly above you.
The coral of darkness sinks lower in the air. It now lies to the north and slightly above you.
> Go downward
As you drop to the floor, the trap door suddenly slams shut above you. You hear noises outside -- something thumping against the door, and low voices. You hear someone muttering, and a brief round of unpleasant laughter. Then the voices drift away.
It is pitch dark, and you can't see a thing.
> Awe9
Cockpit, buckled in the passenger's seat
The cockpit is cramped, to say the least. Both the passenger seat
and the pilot's chair have little leg room. Most of the space is occupied by an instrument panel which contains numerous dials, displays and indicators that are extremely foreign to you. The plane cabin is south.
Joe is here, slumped in his chair.
> Kiss script
You press your lips against your playscript. Oh, what a blessing and torment its words are tonight! Sometimes you wish you could rip it in half, and sometimes you cherish its lines. It's just too bad that bastard Onegin gets to play a part.
The countess is suddenly there, only inches away, but before she has the chance to strike with her tremendous kielbasa, your own sword rises to parry the blow. You did not even attempt to react; your vorpal blade did it for you.
It also did much more than that. It has sliced her weapon in half, leaving the countess to stand there, stupefied, holding a severed sausage stump. She cannot process what has happened, and she never will.
Your arm is moving here and there, zigzagging through the air, and
you can barely process what is happening. But you know that
you want it to happen. You know that it means you will win.
When the vorpal blade has finished, your arm flicks it downward as an artist might flick down a brush to dislodge clinging paint. But there is nothing clinging to the blade. Its work was much too clean and quick.
The countess is still poised before you, but she is not moving anymore. When she finally blinks, that is when thin red lines in a grid begin to manifest across her face, and then across her entire body, and without further ado she tumbles apart into neat little cubes expertly butchered. It is like watching a house of cards topple, with no structural support to hold anything together.
You hear someone applauding: Ferdinand.
"Bravo!" she says. "Bravo! I couldn't have done any better myself."
> You get out
You and Holmes get out of the boat.
> You get the bag
The piper strikes a high shrill note, like that of a policeman's whistle. "Hands off the merchandise," he says, and then goes on piping a merrier tune.
> You look around
Cat Chamber (on the black chair positioned facing the tapestry)
The chamber is dominated by a wide tapestry hanging opposite the door. In shades of gold, yellow, green, silver, and black, it depicts a magnificent spotted cat lounging upon a tree branch and gazing skyward toward a night filled with stars. The walls are panelled in dark wood with a subtle silver shimmer. A massive black cabinet stands to one side, and a matching table of smaller size has been positioned among four chairs at the center of the room.
Hachachi is sitting on the black chair positioned to the right of the tapestry.
On the small black table is a small porcelain cup of desert appleshy.
Hachachi pauses to smell the aroma in his cup.
> Go north
Cemetery (in the golf cart)
It's a small country cemetery. A sign from the undertaker hangs here: "Back in 1820 minutes."
There is an open grave here. The gravestone has no name, but it's next to the grave of someone called Arch Stanton.
> You get on the medium block
(getting off the tall plastic block)
You carefully climb onto the medium plastic block, it is a ways off the ground.
Parry says, "I don't know, that sounds like a clever idea."
Zoe starts to climb up onto the medium plastic block but then since you are on the higher blocks she looks up at you and makes this annoyed face. Clearly she is waiting for you to go down directly from the medium block.
> You ask Carl about the purse
You wisely decide to leave Carl alone.