Iknow5/Text_Adventures huggingface dataset:
Although you roughly knew how to get to the school on your own, you have no idea what class you have. You follow Ian in hopes that you have the same first class together. Once at the classroom door Ian turns to you with a puzzled look.

"Aren't you going to class?"

"Uh, yea...right..."

"You're acting pretty weird today man."

"Yea well...today's a pretty weird day for me."

Ian seems even more confused now, but decides to drop it and heads to his seat once he hears the warning bell. You walk down the hallway a little further before opening up your bag in hopes of finding some sort of clue telling you where you're supposed to be. Inside you find various notebooks and textbooks, but nothing concerning your schedule. You sigh and notice the hallway is now completely empty.

The final bell which marks the start of class should be ringing any minute and you have no idea where you're supposed to be. Unsure of what to do, you decide to sprint down the hallway and look for whatever seems familiar. Fortunately (or perhaps unfortunately) you find two room numbers across from each other which seem somewhat familiar: Room 134 and Room 135. You'll have to guess which is the right room.

You room 135

You enter room 135 and quickly survey its contents. The room is filled with other students which you would assume are in the same grade as you. Some of those in the class give you a quick glance, before returning their attention to the teacher. The teacher himself, a middle-aged man with a short beard, whom seems fairly familiar, looks up from his desk as you slowly enter through the doorway. He says nothing, but his reaction to you gives you the impression he knows you and that it's normal for you to be here.

Taking that as your cue, you look for any sort of empty seat, and sit in one right as the bell rings. The teacher then stands up and approaches the chalk board behind him.

"Alright class, it's time to review what we learned yesterday...."

He begins, but you quickly lose interest in what he's teaching and look around the room in search for some familiarity. Not that you can really be blamed for not paying attention, as you've listened to all this before anyway. That is, assuming you really have gone back in time, and this isn't all some weird dream.

You sigh softly, thoroughly confused at your current situation. Eventually, you spot a girl in the corner of the room that you seem to recognize. Or, rather than recognize, you should say you feel like you know her, for some reason or another. No name comes to mind, nor any memories involving her, but for some reason you still think she's someone you know.

Long, black hair, with brown eyes, and a slim figure. What's most noticeable about her though, is her gothic outfit of all black, complete with a spiked dog collar, and black painted finger nails. Looking at her closer, you determine that her black hair is probably dyed, your guess being her originally hair colour is a light brown. You brood over how you may know her, and your predicament as a whole, until the class finally ends. As the goth girl leaves she seems to ignore you completely. Maybe you don't know her?
You like Marina and all, but that's about all you like about living at the compound. Being by yourself in the wilderness reminds you of how much you missed it. You have no idea what that secret base holds for you, why should you risk your life for a bunch of practical strangers?

"What the hell was I thinking volunteering?" you say out loud.

You decide to say fuck it, take to the road, and see where it leads you.

A couple days pass and you haven't encountered anyone, then again you are still pretty far from any kind of civilization, of course you don't really mind. Suddenly you find out you aren't alone, when a crack of a rifle shot comes from a nearby hill.

"You fuckin' idiot, you missed!" a voice shouts.
"Yeah and you just gave away our fucking position asshole!" another retorts.

You quickly take cover behind a rock. You recognize those voices though; they're a couple of the idiots from the compound! The Colonel must've had you followed to make sure you stayed on the mission! So much for his so called "faith" in you! (Then again, perhaps he did have a good reason considering you DID go AWOL!)

 
Looks like you'll have to take care of them before you can truly put the compound behind you.

While you're taking cover, you notice an abandoned gas station nearby; you could make a run for it and take better shelter in there, or return fire.

You return fire

You return fire, but you don't do any better. They're behind rocks just like you are. You and they return fire several times, before something important happens.

The first one being that you eventually manage to hit one in the head when he popped up again. His buddy immediately ducks down and starts shout expletives at you for killing his friend.

This first event is followed by a more unfortunate one, while you were shooting at the two spies you saw, you weren't paying attention to the third one shadowing you. He sneaks behind and shoots you in the back, severing your spine and puncturing a vital organ. You slump onto the rock you were hiding behind hard.

Your assailant then kicks you over, and points his gun directly at you.

"Nobody goes AWOL on the Colonel." He says before blowing your brains out.
You figure he's probably expecting that, so you speed up and duck your head down. You hear the sound of two of your tires blowing out, which is strange because you didn't hear any shots. You just barely avoid crashing into some nearby rocks; however you do flip your van on its side.

Cursing your situation, you quickly recover, grab what supplies you can and crawl out the side window. You briefly turn your head to see how far the mutant bounty hunter is, but he's completely disappeared. You have no idea where he's gone. Just then a different gunshot is heard and coming from another direction down the road.

"Hey get that bastard, we gotta collect that bounty!" an armored man says to another.

"What the fuck? Did they hire the whole state to bring me down?" you say to yourself hauling ass out of the area, with more bullets whizzing your way.

Eventually you manage to lose all of them. You find a nearby abandoned gas station to rest in and reflect on things. That was a very close call. Its obvious The Combine is REALLY out for your blood, they got bounty hunters scouring the wasteland for you, and you've noticed your encounters have only increased recently.

This is going to be your life now. You're going to be hunted until the day you die which will be soon, if you aren't careful. You can kill all the Combine troops, hunters and mercs you want, they'll still send people after you.

The only thing you can do is leave the area altogether or find some place to hide for awhile.

You leave

Hiding won't do any good, you have to get out the area altogether. Hopefully your infamous reputation hasn't spread THAT far yet.

Of course there's the fact you have to get out of the area first. You make haste immediately.

Over the course of a mere week, you're hounded by attackers. You barely get out of the situations alive half of the time. You're exhausted and can't even afford to sleep for very long.


Eventually within the month your days soon come to an end, when a bounty hunter snipes you from a vehicle with a high powered rifle, striking you in the back. You don't die right away though, but you're in no condition to do anything as you collapse to the ground. The vehicle stops nearby and another one of your assailants kicks you over before finishing you off. You can't help but be surprised by who you see.

"Hey, now I got something for YOUR mouth!" Vivica says to you, before shooting you in the head.
No, you're not going to risk it. For all you know Shadow's already hacked everyone else's shelter and has been waiting patiently for you to return one day. You're not falling for it. You'll have to find something else to do though to occupy your time though, you figure as long you keep your mind occupied with something new, you won't get too bored. Twiddling your thumbs isn't going to cut it.

It occurs to you that maybe you should invent a hobby of some sort. You've read a lot on electronics in the shelter library, as well as the handbook cover to cover in your five years here, maybe you could tinker with some shit to make it more efficient.

There's the other option which you didn't think you'd ever think about and that's actually leaving the Shelter. You don't know how to go about that except ask the Shelter to let you leave.

You ask to leave

You're not sure how to ask, except to just do it directly. If it says no, it says no.

"Shelter?"
"Yes sir?"
"I want to leave."
"Very well sir. I shall bring the elevator down. You should pack your things."
"That's it?"
"That's it. I have provided the basics for your continued existence long enough for you to survive the initial onslaught of Armageddon, from what I have analyzed so far about your personality; you would only get bored if you stayed here any longer. I sense you are getting restless and I am not here to cause you discomfort. Perhaps you leaving is the logical thing for you to do."
"Well thanks."
"You're quite welcome, sir and before you leave remember to fill up your bottles with water, I'm sure you will need them."

You start packing up all the stuff you brought with you when you entered this place ten years ago. You didn't need most of it, but maybe on the surface you will. You grab your pistol. You don't know what you might have to deal with up there. You're all packed up and ready to go when the elevator opens up. You enter and the elevator races to the top. When you arrive at the destination you slowly exit the elevator into the same foyer you entered ten years ago. Same ATM like machine is there except its screen displays a single message at you.

*GOOD LUCK SIR*

"I'll probably need it." You say and leave.

When you exit the shelter you see a bright light, but of course it's the sun rather than a nuclear flash that devastated the world. You forgot how bright it could be.

Your immediate surroundings look relatively untouched. You can only assume there weren't any bombs falling near this area. You also see your van, you'd completely forgotten about it. It looks like it's even in worse condition than when you left it, which you never thought was possible. On a lark you take out your long unused van keys and try to start it up, naturally it doesn't even make a noise.

"Looks like I'm walking."

As you make you way down the empty road you see some smoke in the distance. Civilization perhaps? Not knowing where else to go, you head that way.

You're not sure of what to expect, but it'll be better than the eternal boredom you would've faced while still in the Shelter.

You're not too worried, you got your gun.
You row to the model village. On the village is the murderer. Now what do you do?

You leave the murderer and row back on your own

You row to the model island. On the island are the woman's brother and the witness. Who do you want to take across next?

The Brother

You row to the village. On the village are the murderer and the victim's brother. Who do you want to take across next?

The Murderer

You row back to the island. On the island are the murderer and the witness. Who do you want to take across now?
What a nice Italian suit of armour. You open the door and the guard kindly steps aside to let you pass. "Addio piccola persona!" He calls after you. "Cercate di non morire in un modo brutto!"


The next room is a rather cheerful change of pace in this otherwise rather depressing haunted tower. A little girl's room, painted pink with little purple curtains draped over a little bed and more toys than a princess could ask for. Dollhouses complete with furniture and little tea sets for the dolls, rocking horses, every kind of toy animal you can think of and the most incredibly life like puppets.


In the centre of the room is a table on which sits a little model village. On one side of the village is a little river with an island in the middle. There are three men and a little boat on the island.


"Have you come to play with me?" You hear a little voice ask, and you turn around to see a young girl, about five years old, dressed up in a pretty green dress with a crown of flowers in her hair. Apparently the girl fancies herself a bit of a princess. Unlike the rest of the people in this tower though, the girl is not a ghost. Everything about her seems completely real. "I've been trying to finish this game for ages." She tells you, standing up on a stool to get a better view of the model village. "My Daddy gave it to me. He says only a real smart person can figure it out." The child then turns to you and considers you for a moment. "You don't look very smart." She says sadly. "But I'll let you play anyway."


Before you can either agree or object, you suddenly find yourself shrinking down to the size of a little toy soldier. Rather carelessly, the girl picks you up between her thumb and forefinger and drops you on the little model island.


"Now listen carefully." The girl tells you with a rather bossy tone. "There's three men on the island. The ugly one is a bad man who threw a lady in the river and drowned her. The angry one is the lady's brother, and he's very cross with the bad man for killing her. The scared looking man saw the ugly one drown the lady, he's very scared because he thinks the bad man is going to kill him too, so that he won't tell anybody what happened. You are the ferry man and you have to get all three of the men to the village so that they can take the bad man to court, but you can only take one man at a time. You can't leave the lady's brother alone with the bad man, or the lady's brother might get angry and kill him. Also, you can't leave the bad man alone with the scared man, because if you do then the bad man might kill the scared man so that he can't tell anyone what happened. Now, who are you going to take first?"

You row to the village alone

Congratulations! You made it to the other side of the river! ... Now what?
What a nice Italian suit of armour. You open the door and the guard kindly steps aside to let you pass. "Addio piccola persona!" He calls after you. "Cercate di non morire in un modo brutto!"


The next room is a rather cheerful change of pace in this otherwise rather depressing haunted tower. A little girl's room, painted pink with little purple curtains draped over a little bed and more toys than a princess could ask for. Dollhouses complete with furniture and little tea sets for the dolls, rocking horses, every kind of toy animal you can think of and the most incredibly life like puppets.


In the centre of the room is a table on which sits a little model village. On one side of the village is a little river with an island in the middle. There are three men and a little boat on the island.


"Have you come to play with me?" You hear a little voice ask, and you turn around to see a young girl, about five years old, dressed up in a pretty green dress with a crown of flowers in her hair. Apparently the girl fancies herself a bit of a princess. Unlike the rest of the people in this tower though, the girl is not a ghost. Everything about her seems completely real. "I've been trying to finish this game for ages." She tells you, standing up on a stool to get a better view of the model village. "My Daddy gave it to me. He says only a real smart person can figure it out." The child then turns to you and considers you for a moment. "You don't look very smart." She says sadly. "But I'll let you play anyway."


Before you can either agree or object, you suddenly find yourself shrinking down to the size of a little toy soldier. Rather carelessly, the girl picks you up between her thumb and forefinger and drops you on the little model island.


"Now listen carefully." The girl tells you with a rather bossy tone. "There's three men on the island. The ugly one is a bad man who threw a lady in the river and drowned her. The angry one is the lady's brother, and he's very cross with the bad man for killing her. The scared looking man saw the ugly one drown the lady, he's very scared because he thinks the bad man is going to kill him too, so that he won't tell anybody what happened. You are the ferry man and you have to get all three of the men to the village so that they can take the bad man to court, but you can only take one man at a time. You can't leave the lady's brother alone with the bad man, or the lady's brother might get angry and kill him. Also, you can't leave the bad man alone with the scared man, because if you do then the bad man might kill the scared man so that he can't tell anyone what happened. Now, who are you going to take first?"

You need a hint

It's not all that hard, just remember that you can only take one person in your boat at a time and never leave the brother alone with the killer, or the killer alone with the witness.
The artist applauds your reply. "You zee! You zee! Oh you vonderful peasant, you zee ze ring! Now I can finally move on knoving zat my vork, it is appreciated! Good luck escaping vith your life and all zat." And with that the ghost leaps into a blank canvas which  quickly becomes a painting of a rather eccentric looking artist with a paintbrush and palette in his hands.


Opening a door at the end of the hallway, you find another staircase. As you descend the stairs you pass by a window which shows you are almost halfway down the tower now. Keep up the good work and you'll be free in no time.


At the bottom of the stairs you open a door to reveal another round room. This room has six doors and they are each guarded by a suit of armour holding a different flag. No ghosts appear to give you advice, so you head towards the centre of the room to choose a door. It is then that the suits of armour come to life and bang the ends of their flags on the ground in unison.


The first guard is holding a blue flag with white and red crosses going both from corner to corner and through the centre of the flag. The guard shouts, "None shall pass!"


The second guard is holding a flag with vertical blue, white and red stripes. He shouts, "Personne ne peut entrer!"


The third guard is holding a flag with red stripes at the top and bottom, a yellow stripe in the middle and to the left a picture of a shield with a crown on top. He shouts, "Nadie puede pasar!"


The fourth guard is holding a flag with horizontal black, red and yellow stripes. He shouts, "Niemand darf passieren!"


The fifth guard is holding a blue flag with a yellow cross going through. He shouts, "Ingen kan passera!"


The sixth guard is holding a flag with vertical green, white and red stripes. He shouts, "Vieni dentro piccola persona!"

You knock the suits of armour over like dominoes!

A brilliant idea springs to mind! Using all your strength, you push against the first suit of armour in an attempt to knock them all down like a circle of dominoes. It works! The first suit knocks over the second, the second knocks over the third, the third knocks over the fourth, the fourth knocks over the fifth, finally the fifth suit knocks over the sixth suit of armour and the six suit of armour knocks over you. Well, you should have seen that coming. Sadly the last suit of armour is particularly heavy and you are crushed under it's weight. Remember when you were little and your mother would tell you to look but don't touch? This is why.
The artist applauds your reply. "You zee! You zee! Oh you vonderful peasant, you zee ze ring! Now I can finally move on knoving zat my vork, it is appreciated! Good luck escaping vith your life and all zat." And with that the ghost leaps into a blank canvas which  quickly becomes a painting of a rather eccentric looking artist with a paintbrush and palette in his hands.


Opening a door at the end of the hallway, you find another staircase. As you descend the stairs you pass by a window which shows you are almost halfway down the tower now. Keep up the good work and you'll be free in no time.


At the bottom of the stairs you open a door to reveal another round room. This room has six doors and they are each guarded by a suit of armour holding a different flag. No ghosts appear to give you advice, so you head towards the centre of the room to choose a door. It is then that the suits of armour come to life and bang the ends of their flags on the ground in unison.


The first guard is holding a blue flag with white and red crosses going both from corner to corner and through the centre of the flag. The guard shouts, "None shall pass!"


The second guard is holding a flag with vertical blue, white and red stripes. He shouts, "Personne ne peut entrer!"


The third guard is holding a flag with red stripes at the top and bottom, a yellow stripe in the middle and to the left a picture of a shield with a crown on top. He shouts, "Nadie puede pasar!"


The fourth guard is holding a flag with horizontal black, red and yellow stripes. He shouts, "Niemand darf passieren!"


The fifth guard is holding a blue flag with a yellow cross going through. He shouts, "Ingen kan passera!"


The sixth guard is holding a flag with vertical green, white and red stripes. He shouts, "Vieni dentro piccola persona!"

You need a hint

First I need to apologize since the flags are not historically accurate considering this game is meant to be set in medieval England. Second, for those of you that don't speak six different languages, avez-vous entendu parler de google translator?
You look accusingly at each of the servants and consider what they each said in turn. "You say that only one of them can tell the truth. Now the only one that can be telling the truth while all the others are lying is the cook, and since the gardener claims he didn't do it and we know he must be lying, that must make him the killer!" With that, the four servants all begin to disappear into the air. You have solved their riddle and now they can finally move on to the afterlife.


"Thank you." The ghost of the noblewoman tells you as she begins to fade away. "Finally I can rest in peace. I wish you luck on your next riddle. I hear it can only be solved by one with the sharpest of eyes."


Once the woman's ghost has faded from sight you leave the dining hall and descend another spiral staircase until you find yourself in a long passageway that seems to wind in a circle around the tower. All across the walls hang the most incredible works of art. Landscapes and seascapes and portraits of lords and ladies dressed in shimmering silks, all painted with exquisite attention to detail. There is one painting that draws your eye though, a strange pattern made up of purple roses which would look very pretty on a pair of curtains but seems incredibly out of place hanging on the wall with the other paintings.


"Ah, I zee you are admiring my masterpiece." A voice speaks from behind you and you turn to see a ghost of a man standing behind you dressed in a brightly coloured tunic, holding a paint palette in one hand and a brush in another. "Oh ze hours I slaved avay on zis painting and ze mastery, it iz vasted on blind fools! Vhat of you I vonder? Can you zee past vhat is in front of your eyes? Tell me, vhat is it you zee in ze painting?"

You need a hint

It might just look like a bunch of purple roses, but there's a three dimensional image hidden inside the painting. The trick is not to look at the picture like it's right in front of you, look at it as if you are looking at something far away in the distance. Keep adjusting the way you look at it until you can see a 3D shape very clearly in the painting. (Unfortunately this may be difficult if you have problems with your eyesight and will not work if you are blind in one eye.)