Borgupine/floyd huggingface dataset:
> 1
"Why did you start the epidemic?"
Justinian puts his hands in his pockets and looks into the distance.
"I thought you might ask that question," he says. "Let me ask you a question in return.
question in return."Marid, have you ever wondered why the people of the Shanty Quarter suffer? They are good people. Hardworking people. Their hands are just as able as yours or mine. So why do they still starve? Why do they languish without homes? Without jobs? Without even the pity of the Council of Works to protect them?
the pity of the Council of Works to protect them?"The truth is that there is no place for them here. The Channelworks District has no room for them. Furopolis has no room for them. There is an upper limit to the number of people that can be made to live in one space."
the number of people that can be made to live in one space."You glare at Justinian. "And the epidemic is your way of... of culling
them?"
them?"Justinian's face hardens, and his voice becomes humorless.
them?"Justinian's face hardens, and his voice becomes humorless."Don't get me wrong, Marid. I don't enjoy killing. I never have. But do you remember what I said? Death will happen with or without us. The people in the Shanty Quarter will die with or without me.
in the Shanty Quarter will die with or without me.The only question is -- should they be made to bear a lifetime of suffering first? Scrounging for scraps and inflicting the same burden on generations of children? Should their descendants be forced to suffer because we couldn't imagine an alternative?
couldn't imagine an alternative?"With Noctis, we have a choice. They have a way out. And it pains me to say this, but killing them may be the only moral choice. Even an atrocity such as this may be
justified if it averts countless lifetimes of suffering.
justified if it averts countless lifetimes of suffering."That is why I am doing this, Marid. I am killing them, yes -- but I am
euthanizing them. I am setting them free."
1) "Why did Carnicer try to kill me and Doctor Cavala?"
2) "How much does Doctor Serpens know?"
3) <Change the subject.> "What will you do with me now?"
> You examine the spigot
The little plastic spigot is old, warped and corroded.
Faintly, on the other side of the wall, you can hear a phone ringing.
> You go to the east
By the prominently displayed gold discs this must be the entrance to an up-market recording studio, possibly somewhere in London. There is a lounge to the west and the exit to the street is east, through a large wooden door.
> You search lucca
You touch the body briefly and feel his bones ground to meal inside. He is soft and bruised from the fury of the water. But the deep, sharp wound in his back looks more like a knife wound than anything done by nature. Oh, Lucca.
Digging through his frock, you find a rough piece of paper. It is wet, but holds together as you pull it out.
> Go south
Tyrone shrugs and goes back to work on the van.
The open area behind the western row of cabins is thinly carpeted with scruffy, dusty weeds. A large, rusted incinerator stands in the middle of the open space. A scraggly tree has set down roots quite close to the leftmost of the three cabins whose rear walls form a barrier to the east.
To the south is the shed at the edge of the swamp. You can go north to the area in front of the run-down shack, where the motel's dusty van is parked. The overgrown, junk-strewn garden beside the shack is to the west.
> You look in basket
The little wire basket contains...
A plaid IC
A green IC
> You go to the north
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.
> You read the apology
You select the message and read:
My dear unfortunate successor:
Possibly Kruger didn't tell you the importance of Gift Day. What you offer shows our intentions towards the colony. To date, Earth has made inappropriate or deceptive gestures thirteen times. They do employment here by running vote, and Ambassador Aylene is about to be removed because she hasn't gotten a good result out of us. You guess whose fault that is.
Fate of negotiations is now in your hands. Ultimate responsibility: yours. Kruger can't control what you do from Earth.
He's probably told you to wear red. This is a mistake: it would allow the colonists to come to Earth as our adoptees and put us in a position of power over them. This is neither morally nor pragmatically defensible.
Recommend that you wear white -- it is a color associated with equality. I have a white jacket; it's possible Liam has taken it away, in which case you should get it back from him. I threw out the receipt, but it may still be in the recycling chute, if that helps communicate your needs.
Do not know what Kruger will have told you to give in the gift box, but if you haven't already done so, recommend you look up "gifts" in the computer. It has an etiquette guide. This should give some idea what he's getting you into.
When you are ready to present your gift, summon Liam and show him the gift box. He will arrange the meeting for you.
Yours in haste, Valenti
Mentally you check off "check your messages again" on your list of remaining tasks. You run over the things various people have decided you ought to do:
find jacket receipt in the recycling chute (Valenti's suggestion) acquire vaccine from the Museum (HC's orders)
wear white jacket (Valenti's idea)
look up gifts in the computer (Valenti's suggestion)
find a working float unit
summon Liam and show him the gift box
meet with Ambassador Aylene to present your gift
> Clean bar
You rub the bar.
> You go to the bell room
You head east to the gallery of still life. Then east to the white gallery. And finally east to the bellroom.
Kept, conveniently, close to where the masters of the house would once have slept. There are bells large and small, clappers, tambourines, and gongs. Most of these you have never seen used at all.
Roses from the garden below have crept up to grow around the north window, lending a sickly smell to the place.
Nearby an open heavy door leads south to the private parlor.
Catching your eye among many other unfamiliar items is a little gold dinner bell.
> You look at the note
(the book list)
ATTENTION PETER CRAGNE
This is your notification that your status with the Backwater Public Library is DELINQUENT due to NON-RETURNAL.
You are NOT PERMITTED to check out books or to access special library materials until your status is cleared.
To clear your status, you must return ALL books you currently have checked out:
To Have, and To Have Knots: An Illustrated Guide
The Dollmaker's Journal
Twin Hearts Between the Planes
Backwater Personalities (1915-1925 edition)
Tolerating An Asinine God
The Lives of the Roman Emperors
De Zeven Testamenten van de Krijsende Zeeworm
Venator in Tenebris
'Pataphysical Approaches to Quantum Superfluids
Legends of Lake Champlain and the Hudson River Valley
A Rudimentary Taxonomy of Known Scent and Grotesque
Reactions
Life Beneath Nightmares
The Conservative's Cookbook
The Seven Gaunts
New England and the Bavarian Illuminati
ANCHORHEAD. A What-do-I-do-now Book Based on the Works of
MICHAEL GENTRY
> You ask the man about the house
The old man screws his face up in confusion. "Don't know about that," he mutters.
A flurry of dead leaves goes skittering along the ground, swirling past you in the wind.
> You ask Billy about the cassette
Billy shrugs. "It's just a tape of some of our songs. We make, like, dozens of 'em, give 'em out all over the place. Who knows where that one came from?"
> Wait
Time passes.
Suddenly and without warning, the boomerang spins back in from the
cave and gives you a nasty bruise on the head.
> J.
Fifth of Aquaria, Auritum IV
I've made my choice. I have a job to do -- and I'm going to finish it.
Current objectives:
- Investigate the victims of the disease and identify the transmission vector
- Go to Riggertown and ask Zoiro about his brother's activities
- Continue investigating Doctor Arturus's domicile, in the Turris Infinita
- Investigate the note in the 'Piper' file about the Shanty Quarter
Marid's notes:
- I learned that the disease is unlikely to be airborne.
- I learned that the disease can be transmitted by ingestion.
- I learned that the disease is bloodborne and attacks the animus, or the soul.
- I remember that Reden died on the night of the Third, two days ago.
- I found a coffee table set for three in Doctor Arturus's home. The table had not been tidied up, but the third wineglass was missing.
- I found that Doctor Arturus rushed through his patient record files for some reason, leaving them unfinished.
- I found that the gloves on Doctor Arturus's body were brand new. He couldn't have been infected through his hands if he had been wearing them.
- I learned that Doctor Arturus died sometime between last night, on the Fourth, and this morning, on the Fifth.
- I learned that Creditor Nacarat was killed by something he ingested. - I learned that Creditor Nacarat was connected to the Trading Company.
- I learned that Creditor Nacarat could have hired Sal and Piper recently.
- I learned that Creditor Nacarat was taking tea with Doctor Arturus when his symptoms emerged, and he broke a piece of tableware as a result.
- I learned that Creditor Nacarat was admitted to the clinic on the afternoon of the Third, two days ago.
- I learned that Creditor Nacarat died on the night of that day.
- I learned that Sal and Piper were connected to the Trading Company. - I found a list of names that suggested Piper had been collecting debts. The reverse side of the paper had been intentionally blanked out.
- I found a battered keyring on Sal's belt.
- I found a note in Piper's patient record that read "cellar in f.h. shanty quarter."
- I learned that Piper was killed by something she ingested.
- I learned that Sal and Piper were admitted to the clinic on the morning of the Third, two days ago.
- I learned that both Sal and Piper died on the night of that day.
- I learned that the raven is the symbol of the Greater Corindia Trading Company, a criminal syndicate.
- I'm in the mood for a drink...
- I hope Doctor Cavala and Horatio will be all right at the clinic...
A chamber decked with aging bookcases and dusty plaques. The frieze that circles the walls is engraved with scenes from antiquity, lines in the lingua libria; by the exit to the south, a clock ticks
the minutes and seconds away.
A rosewood desk stands in the heart of the room. Beside it, there is a storage cabinet.
> You get the cards
Taken.
> You wait
You fall asleep on your journey. You are awakened by whirring and clacking. Droids pick you up and give you an infra-red marking that identifies you as a potential leech on society--and juice and cookies, this time, since your possessions label you as moderately wealthy. They remind you the marking will fade in a year.
Threediopolis, Sector 444
> You go to the south
(first opening the interior door)
This place is full of ghosts. You can see them in line near the teller's window as well as near the kiosk where they repeatedly run through their banking motions for eternity. The spirits are translucent figures of differing shapes and sizes, their feet lost illusions as they float about this bank lobby, forever doing their business; seemingly oblivious to you. The door to the outside world is to the north and you can see a vault door, a large, circular metal monstrosity, to the west. It is guarded by a ghostly security guard, of course.
> You go to the east
The end of a narrow mountain ledge leading west. The tall mountain wall has three caves: to the northwest, north and northeast.
A huge monster is crouching on the ledge. Its green skin is scaly, its body is bloated like a balloon, its four feet have long terrible claws, its wide mouth has thousands of sharp teeth and on top of its head is a cluster of about fifty bulging eyes as big as your head.
The goblin comes running after you.
The green monster's tongue shoots out towards your head, but you duck.
> Go upwards
Boy. You sure are lucky there's a way out, even though the pulses are coming faster, The right is not glowing.
> You examine it
The battered brass lantern looks old enough to have survived the rise and fall of the entire Great Underground Empire, but it's certainly quite useless now.
The compass rose sputters urgently.
The adventurer tries to break the equipment.
> You talk to the guy
The guy grins as you approach and spreads his arms wide, blocking your way. "Hey, friend! What do you need, do you need anything?"
[1] "Were you just at Paco's Tacos?"
[2] "Lovely weather we're having."
[3] "So, what's your name?"
[4] "Spare some change?"
[5] Point your gun at him.
> You ask Aunt about the handkerchief
"Later, dear." Aunt Caroline's voice sounds thin and strained.
> W,S,W
Tower, Bottom
You stand at the bottom of a stone tower. Doorways open in each of the cardinal directions, except for the north; there, a spacious niche contains the statue of a woman, skillfully executed in white marble.
The center of the room is occupied by a spiral staircase, but one made of such slender and delicate supports that it obscures neither light nor view.
The silvery door to the south stands open.
A straight white light comes through the hole in the ceiling, but it is soon after twisted and bent: mirrors cast it from angle to angle; crystal divides it; glass stains it.
East and west, low corridors lead into shadow.
The silvery door to the north stands open.
A long, vaulted room, lined with cages of filigree and jewels. All of the animals are motionless and still, perhaps through the art of a taxidermist. In one cage is an elephant, so short that he reaches only to your knee; you easily could lift him under one arm and carry him away. In another cage, a giant mouse lies, curled as though slumbering, his paws folded in the semblance of prayer.
Mounted on a swivel on the wall is what looks like an irregular hourglass, one bulb larger than the other. There is no sand within -- nor could there be, since the contraption is open at each end. At the moment the smaller end is uppermost.
> You go north
I tapped my ID card on the scanner and it beeped like a disgruntled kitten.
The office space resembled that of a sports hall, high-ceilinged, with glass panels near the ceiling. Moonlight streamed through those
panels, casting glowing shadows.
a rough grid pattern. In front of the tables, there was a whiteboard.
To the east was the office lounge. To the west was the registration office. The lobby lay to the south, while more office cubicles lay to the north.
A standing whiteboard had been pushed to one side.
I could also see a gear locker (in which were a group photo, a faded body armour and a Mingsheng's body armour) here.
> Look around
Moldy stone walls stand all around you, dimly visible through the murk: you feel them more than see them. Chunks of fallen stone from the ceiling lie scattered about at your feet. You can barely make out arched doorways leading north and south.
> You look at the cord
It's a plain white cord, easily tangled.
> About yourself
You're not the man you were a few days ago. Your skin hangs as sallow drapes around your jaw: your hands are emaciated. Your frock billows about you; it is difficult to find any flesh within. The only solace you find in looking at yourself is that, so far, no signs of the plague are within you.
> You kill the wolf
They burn with passion. No, desperation.
A growl is the only response.
> You show the flowers to the butterfly
The butterfly is unimpressed.